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Prune The Future

Object of Play

People who work in large organizations know that most change doesn’t happen immediately or in broad sweeps. It happens incrementally by taking small, strategic steps.  Prune the Future uses a tree as a metaphor to show how the future of anything can be shaped,one leaf at a time.

Number of Players

5–15

Duration of Play

30 minutes

How to Play

1. Before the meeting, cut a few dozen sticky notes or index cards into the shapes of leaves. Then, in a white space that will be visible to the players, draw a large tree with enough thick limbs to represent multiple categories of the future.  Write the general topic under or above the tree.

2. Tell the group that the inner part of the treetop represents current states of the topic and moving outward means moving toward the future.  For example, if the topic is about growing the customer base, the inner leaves would represent the current customer demographics and the outer leaves would represent future or desired customer demographics.

3. Ask the players to write current aspects of the topic—one idea per leaf—on the leaves and stick them on the inside of the treetop.  Remove any redundant comments and cluster similar comments, with the group’s guidance, near the appropriate branches.

4. Next, ask the players to write aspects of the future on new leaves. These can be future states or variables already in progress, or simply potentials and possibilities.

5. Tell the players to “prune” the future by posting their leaves around the treetop, related to the categories of the limbs.  If you’d like, add thin or thick branches within to show relationships and let the tree grow in a natural way. If it grows asymmetrically, let that be.

6. With the players, discuss the shape of tree that emerges. Which branches have the most activity? Which areas don’t seem to be experiencing growth? Where do the branches appear to be most connected? The most disconnected?

Strategy

The picture of the tree is the working metaphor for this game—it represents the roots of the topic, the branches of the topic, and, of course, the topic’s growth potential.  This game is broadly applicable because you can use a tree as a metaphor for virtually any aspect of your organization that you wish to grow or shape.  The topic can be a product whose future features you want to brainstorm.  It can be a team whose future roles and responsibilities you want to plan.  Or you could use this game to discuss the marketplace and show where the players think it is changing or growing.

When the players start to shape the outer treetop, encourage them to “go out on a limb” with their ideas for the future. This game is about possibilities—realistic and otherwise.  And if someone requests fruit on the tree to represent ROI, draw apples where they should be. If the players request another tree (or even a grove!), draw quick rudimentary trees and let the players start adding leaves, following the original procedure. This game works well because it allows for a nonlinear, organic representation of what is likely a complex topic.  It results in a visual display of the interconnectedness of future conditions;  showing where some parts of the tree may be suffering while others are thriving.

The Prune the Future game is based on the Prune the Product Tree activity in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play.

Online Prune the Product Tree

Prune the Product TreeGet started right away by playing Prune the Product Tree online! One of the important aspects of this game is tailoring the image – and meaning – of the tree to match the goals of your game. To illustrate online play, we’re going to use an “Event Benefits Tree”.

Clicking on this image will start an events benefits “instant play” game at innovationgames.com that is useful in evaluating the benefits of attending a conference. In the game, there will be three icons that you can drag onto your Product Tree:

  • Red Apples: Benefits you expected and got.
  • Rotten Apples: Benefits you expected but didn’t get.
  • Presents: Unexpected benefits that made the conference great.

The multi-layered regions of this tree are designed to capture a variety of information about these benefits. Where did the players receive these benefits (at the conference or at work)? What was the nature of the benefit (personal or professional)? And what about the conference infrastructure – the roots of the tree (before the conference or after the conference)? By exploring these dimensions with players, you can create better conferences in the future.

Don’t forget that this a collaborative game that allows you to invite other players to play. And when they drag something around – you will see it in real time! Of course, you will want to create your own trees after you’ve explored this one.

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Graphic Gameplan

photo

Object of Play

Plenty of us are visionaries, idea generators, or, at the very least, suggestion makers. But ideas never come to fruition without a plan. As Benjamin Franklin said, “Well done is better than well said.” Following up on a big idea with an executable action plan is one of the monumental differences between teams and companies that are merely good and those that are outstanding. That’s why this activity deserves special attention. The Graphic Gameplan shows you how you’ll get where you want to go with a project.

Number of Players

Small groups, but can also be done individually

Duration of Play

30 minutes to 2 hours

How to Play

1. Before the meeting, think of one or more projects that need to get traction.

2. In a large, white space, preferably 3–4 feet high by 6–12 feet wide, draw a picture similar to the following.

3. Display the graphic on the meeting room wall and tell the players that the goal ofthe meeting is to get consensus around specific tasks required to complete a project.

4. Write the name of the first project to be discussed at the top left of the first column.As the group leader, you can write all associated projects downward in that same column or you can ask the players to add projects that they agree need attention.Either way, you should end up with the relevant projects listed in the leftmost column.

5. Based on the projects listed, either tell the group the time frame and write the milestones in days, weeks, or months along the top row, or ask what they think it should be and write that time frame along the top. (Note: you can also establish a timeline after step 8.)

6. Sticky notes in hand, ask the players to choose a project and agree aloud on the first step required to accomplish it. Write their contribution on the sticky note and post it in the first box next to that project.

7. Ask the players for the second, third, and fourth steps, and so on. Keep writing their comments on sticky notes until they’re satisfied that they’ve adequately outlined each step to complete the project.

8. Repeat steps 6 and 7 for every project on your display, until the game plan is filled out.

Strategy

Completing a game plan as a group has two major benefits. The first is that it breaks big projects into manageable chunks of work, which encourages anyone responsible for a project. The second is that because the “group mind” creates the game plan, it raises the quality of the flow of project management. It becomes less likely that important steps are left out and more likely that the project is approached thoughtfully and strategically.But as you post the sticky notes, don’t assume that the first flow the group maps is the best one. Ask the players challenging questions about their comments: Does this have to happen first? Can these two steps be combined? How are steps related across projects?Do steps in one project affect the progress or outcome of another? Ask hard questions to help the group get to the best place and write any food for thought on a flip chart nearby.

When determining the timeline to write across the top, it’s important to note that it can be determined after the project steps are established. A time frame written beforehand can impact the steps people are willing and able to take, so think about whether it serves the facilitation process better by assigning time before or after the play is complete.

If you find that the players want to assign tasks to specific people or departments as they go, let them. Simply add the names of the responsible parties to each sticky note (obviously,these assignments should be realistic). And if the players want to discuss available resources, or a lack thereof, ask them to share what they expect to need in order to complete the projects and capture that on a flip chart in the room.

The game plan can be customized with several rows and columns in order to support more complex projects. You can draw however many rows and columns you’d like as long as you have sticky notes that will fit within. Whatever the matrix looks like, the visual that results from this group discussion can serve as the large-scale, step-by-step of a project, or its contents can be funneled into more formal project management software or some other platform used by the organization. Either way, the discussion around creating it will be of significant value.

  • Optional activity: Draw smaller versions of the game plan on flip-chart paper and have breakout groups tackle specific projects using markers and small sticky notes. Then ask each group to present their approach to the larger group and to get feedback on the steps they proposed.

The Graphic Gameplan is based on the Leader’s Guide to Accompany the Graphic Gameplan Graphic Guide from The Grove Consultants International’s strategic visioning process,which involves using a template of the same name.

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Do, Redo & Undo

Object of Play

When creating something, it’s easier to think in the affirmative. We think in a vector of taking actions and building things, and can forget that over time undoing those same decisions can be just as important. Do, Redo & Undo asks a group to focus on this, and to think through the implications of dismantling and altering.

This is a useful exercise in developing any human-to-machine or human-to-human system.  Software provides myriad cases of undoing: users need to change configurations, fix mistakes, and remove software entirely. Business processes need to address this equally well: components need to change or dissolve, and often this flexibility is lost without clarity on how it is done.

Number of Players

Small groups

Duration of Play

1 hour or more, depending on the complexity of the existing

How to Play

The Best-Case Scenario

Generally, the group would run this exercise after they have a concept or prototype as a starting point.  In the case of software, it may be a user story or feature list; in a process,  it may be a draft of the flow.

The group should be given time to walk through and digest this example. The exercise opens with the group brainstorming answers to a simple question: “What mistakes can and will be made?”

Using Post-Up, the group brainstorms a set of items on sticky notes and pools them to create a starting set of scenarios to explore “undoing and redoing.” It’s not unusual for a few humorous items to make the list. Other questions to consider asking in fleshing out the set include:

  • “What would happen if a group of monkeys tried to use it?”
  • “What happens if we pull the plug? Where is the plug?”

The Worst-Case Scenario

In generating the initial list in Post-Up, the group has identified at least one Worst-Case Scenario. Their task now is to address the items by focusing on three possible solutions:

  • Do: Change the design or plan to avoid the problem altogether. This takes the issue off the table.
  • Redo: Provide a means for altering action while it’s being taken. This may be a course correction or a buffering of the situation’s impact.
  • Undo: Provide a means for completely undoing an action and returning to a previously known state. This completely abandons the scenario.

A group that has a large number of items in the Worst-Case Scenario may wish to prioritize them by likelihood and then focus on the hot spots. There is an implied order of preference in Do, Redo & Undo. A problem that can be entirely eliminated by changing the design avoids needing a “redo” or “undo” solution. For example, a feature that asks the user to enter her contact information might be eliminated entirely, if the information can be fetched from somewhere else.

As the group works through Do, Redo & Undo, they should capture their solutions and revisit the original Best-Case Scenario. Their draft of solutions should accompany the design as it matures, eventually proving itself in user testing and the real world.

The Do, Redo & Undo game is credited to James Macanufo.

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Understanding Chain

Object of Play

Communicating clearly and effectively is a challenge when there is a lot to say to a lot of people.  It can be tempting to try to explain “everything all at once” to an audience and fail in the process.  In the Understanding Chain game, a group shifts from a content focus to an audience focus, and draws out a meaningful, linear structure for communication.

Number of Players

1–10

Duration of Play

30 minutes to 2 hours

How to Play

To set up the game, the group needs to develop two things: an audience breakdown and a set of questions.

The audience(s):  If there are a large number of audiences, break them down into meaningful groups.  The groups could be as broad as “Corporate leaders” or as specific as “The guys in IT who fix the laptops.”  As a rule of thumb, the more specific the audience, the more tailored and effective the understanding chain will be.  Each audience group will need its own understanding chain. This list of audiences could be created as a result of a Who Do exercise (see Chapter 4).

The questions: Once the group has a clear picture of their audience, it’s time to brainstorm questions. The questions frame what people really want to know and care about. Questions are best captured in the voice or thoughts of the audience, as they would ask them. They may sound like:

  • “What’s cool about this? Why should I care?”
  • “How is this related to x, y, or z?”
  • “What makes this a priority?”

Or, they may be more specific:

  • “When does your technology road map converge with ours?”
  • “How will it impact our product portfolio?”

The questions will become the links in the understanding chain.  To generate them, the group puts itself in the mindset of the audience and captures the questions on individual sticky notes (see the Post-Up game in Chapter 4 for more information).

Play begins by sorting the questions in a horizontal line on a wall or whiteboard.  This is the timeline of a communication, from beginning to end. The group may choose to:

Arrange the questions in a simple story format.  In this understanding chain, the group clusters questions under three headings, from left to right:

  • Situation, which sets the stage, introduces a topic and a conflict
  • Complication, in which further conflict is endured and decisions are made
  • Resolution, in which a course of action is chosen which leads to a result.

By constructing the understanding chain as a story, the group may find the “climax”—the most critical question that leads to the resolution.

Arrange the questions in an educate-differentiate-stimulate format.  In this chain, the group arranges the questions from left to right, moving from:

  • Educate, in which a topic or idea and its parts are introduced
  • Differentiate, in which parts of the topic are contrasted to create a basis of understanding
  • Stimulate, in which actions are asked for or proposed.

Arrange the questions as a conversation. In this chain, the group thinks through or role-plays a conversation with the audience and arranges the questions in an order that flows naturally. Although all conversations are different, one framework to consider is:

  • Connecting:  “What’s up?”  “What do we have in common?”
  • Focusing:  “What’s important right now?” “What do you know about it?”
  • Acting:  “What should we do?”

Strategy

An understanding chain, like any chain, is only as strong as its weakest link. By examining the questions as a whole, the group may uncover an area that needs work or find the “tough questions” that are not easy to answer.  A group that tackles the weak questions, and has the courage to answer the tough ones directly and honestly, will win.

The Understanding Chain game was developed by Dave Gray as part of XPLANE’s consulting approach.

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SQUID

Object of Play

When exploring an information space, it’s important for a group to know where they are at any given time.  What have we covered, and what did we leave behind?  By using SQUID, a group charts out the territory as they go and can navigate accordingly.  SQUID stands for Sequential Question and Insight Diagram.  It is created progressively over the course of a meeting with sticky notes, capturing questions and answers as the group moves through the space. It is flexible and will move and grow with the discussion, but it also needs to “breathe” by moving between its critical modes of questions and answers.

Number of Players

Small groups

Duration of Play

30 minutes provides optimum productivity

How to Play

1. Reserve a large area of a whiteboard or several flip charts to create the SQUID.  Participants are given two colors of sticky notes to work with, one for questions and one for answers.

2. Start to build the diagram by writing the group’s core topic on a sticky note.  Put this in the center of the space.

  • Question mode:  To open the exercise, ask individuals to generate a question that is their “best guess” on how to approach the topic.  They capture this on a color-coded sticky note, and share it with the group by posting it adjacent to the center of the SQUID.  The questions should immediately offer a few different routes of inquiry, and participants will likely start offering thoughts on answers.
  • Answer mode:  Similar to question mode, participants write their “best answers” on color-coded sticky notes.  They share them with the group by posting these notes adjacent to the relevant question and connect them with a line.  They may answer more than one question, and they may answer one question with multiple answers.  As a rule, answers should be succinct enough to fit on one note.

After a discussion, the group then moves back into question mode, generating questions based on the last round of answers. Participants may focus on earlier parts of the SQUID as well. The process repeats over the course of the discussion.

Strategy

Keeping with the current mode and not crossing questions with answers requires discipline that can only be acquired by a group through time. By working in this way, a group will train itself on the value of a systematic, rhythmic movement through unknown information, in contrast with a meandering group discussion. The SQUID itself is, of course, utterly flexible and will grow as the group directs it.

The SQUID game is credited to James Macanufo.

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Speed Boat

Object of Play

Speedboat is a short and sweet way to identify what your employees or clients don’t like about your product/service or what’s standing in the way of a desired goal.  As individuals trying to build forward momentum on products or projects, we sometimes have blind spots regarding what’s stopping us. This game lets you get insight from stakeholders about what they think may be an obstacle to progress.

Number of Players

5–10

Duration of Play

30 minutes

How to Play

  1. In a white space visible to the players, draw a boat with anchors attached and name the boat after the product/service or goal under discussion.  This picture is the metaphor for the activity—the boat represents the product/service or goal and the anchors represent the obstacles slowing the movement toward a desired state.
  2. Write the question under discussion next to the boat. For example, “What are the features you don’t like about our product?” or “What’s standing in the way of progress toward this goal?”
  3. Introduce Speedboat as a game designed to show what might be holding a product/service or goal back.  Ask the players to review the question and then take a few minutes to think about the current features of the product/service or the current environment surrounding the goal.
  4. Next, ask them to take 5–10 minutes and write the features of the product/service they don’t like or any variables that are in the way on sticky notes.  If you’d like, you can also ask the players to estimate how much faster the boat would go (in miles or kilometers per hour) without those “anchors” and add that to their sticky notes.
  5. Once they are finished, ask them to post the sticky notes on and around the anchors in the picture.  Discuss the content on each sticky note and look for observations, insights, and “ahas”.  Notice recurring themes, because they can show you where there’s consensus around what’s holding you back.

Strategy

This game is not about kicking off a complaint parade.  It’s designed to gather information about improvements or ambitions, so be careful to frame it as such. Tell the players that the intention is to reveal less-than-desirable conditions so that you can be empowered to move the product/service or goal toward an improved state.

That being said, be aware of the fact that many groups have a tendency to move immediately toward analysis of an improved state. They shift into problem-solving mode. However,doing so disrupts the nature of this game play. After the activity, it’s probable that you won’t have all the information or the right stakeholders to respond to the challenges comprehensively.  So, if you hear the players critiquing or analyzing the content, gently tell them that problem solving is for another game—try to keep their attention focused solely on description, not solution.

Speedboat is based on the same-named activity in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play.

Online Speed Boat Game

Here is another image of the Speed Boat Game. But this one is special – clicking on the image to the right, will start an “instant play” game at www.innovationgames.com. In this game, there will be icons that you can drag on your online Speed Boat Board:

  • Anchors represent what is preventing your product or service from being as successful as it could be.

This metaphorical game can be altered to suit your needs. For example, Jonathan Clark’s Speed Plane uses an airplane instead of a boat and replaces anchors with luggage. Customizing the game will make it more relatable to your business and can result in more valuable feedback.

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!

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Campfire

Object of Play

Employees spend hours sitting in training sessions, sifting through orientation manuals, and playing corporate e-learning games to learn the know-how for their new positions.  But the reality is that the bulk of employee knowledge is gained through storytelling.  Employees train each other by sharing their personal and professional experiences.  Campfire leverages our natural storytelling tendencies by giving players a format and a space in which to share work stories—of trial and error, failure and success, competition, diplomacy, and teamwork. Campfire is useful not only because it acts as an informal training game, but also because it reveals commonalities in employee perception and experience.

Number of Players

8–20

Duration of Play

30–45 minutes

How to Play

  1. Before the meeting, brainstorm 10–20 words or phrases you can use as trigger words to start the storytelling session. Write them on sticky notes.  Keep the ideas positive or neutral: partnership, venture, first day, work travel, fun project, opportunity, and so forth.
  2. Post the sticky notes in the meeting room in a space visible to all the players and give them access to markers and more sticky notes. Tell them that this is a workplace “campfire” and the only thing they’re invited to do is share stories back and forth as an informal “company training program.” Show them the “wall of words” and ask them to take 1–3 minutes to look them over and recall a story associated with one of them. To help the group warm up, start the storytelling session yourself by removing one of the words on the wall and posting it in a space nearby. Then tell your introductory story.
  3. Ask for a volunteer to continue what you started by peeling another word from the wall and posting it next to yours. This begins the sticky-note “story thread.”
  4. Before the first player begins his story, ask him to read aloud the word he chose and then instruct the other players to listen carefully to his story and to jot down a word or phrase on a sticky note that reminds them of another work-related story.  If no words in the player’s story jumped out at them, they are welcome to pull a sticky note from your original “wall of words.”
  5. After the player concludes the first story, ask for another volunteer to approach the wall and to either post her own sticky note or take one from the “wall of words.” Ask her to read her word aloud and to then share her story.
  6. Repeat this process until the players have created a snake-like “story thread” which acts as an archive of the campfire conversation. Use your best judgment to determine when to end the storytelling session. Before you “put out” the fire, ask the players if there are any lessons learned or final thoughts they want to add.

Strategy

Your role as the meeting leader is simply to encourage the sharing of work-related stories.  If you find a lull in the storytelling thread, refer the employees back to the “wall of words” or ask someone to throw out a “wild card” story. You can also share work-related stories of your own that are triggered by stories from the players. You can let the stories drift toward less positive or neutral topics if you think the players need some catharsis, but be prepared to manage what may come up and don’t let the meeting conclude on a sour note.

The point of Campfire is simple but powerful. It encourages sharing, shows the many things employees have in common, and leverages the natural tendency of employee training to take place through informal dialogue. Humans want to tell stories; you’ll likely find that the players linger to share experiences even after the meeting ends.

This game was inspired by Tell Me a Story: Narrative and Intelligence (Rethinking Theory),by Roger Schank and Gary Saul Morson.

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Challenge Cards

Object of Play

To identify and think through challenges, problems and potential pitfalls in a product, service or strategy.

Number of Players

Works best with small groups of 5-10

How to Play

Divide each group into two teams. One team, the “solution team” silently brainstorms features and strengths of the product or solution. The other team, the “challenge team” silently brainstorms potential problems or challenges and writes them on index cards, one problem or challenge per card.

When play commences, the two teams work together to tell a collaborative story. The challenge team picks a card from the deck and plays it on the table, describing a scene or event where the issue might realistically arise. The solution team must then pick a card from their deck that addresses the challenge. If they have a solution they get a point, and if they don’t have a solution the challenge team gets a point. The teams then work together to design a card that addresses that challenge.  Play continues in this fashion, challenge followed by solution followed by challenge, and so on, until the story or scenario reaches a conclusion.

Strategy

The goal of this game is to improve a product or strategy by thinking through various scenarios and alternatives. By turning the exercise into a competition as well as a storytelling game, players are more likely to get engaged and immerse themselves in the scenarios. Keeping it lighthearted and fun will increase the energy. It shouldn’t feel like work.

Michelle Ide-Smith wrote a great blog post called Playing with Challenge Cards where she shares some insights into how to use this game to generate ideas and insights.

This game emerged spontaneously during a Gamestorming workshop in London in 2010.

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Virtuous Cycle

Object of Play

The goal of this game is to discover opportunities to transform an existing, linear process into a more valuable and growing process by taking a different viewpoint. This is useful in examining processes that are deemed “worth repeating,” such as the customer experience.

It might be a good time to play through this exercise if the current process is transactional,compartmentalized, or wasteful. Other indications are a group that is “navel gazing” and focused primarily on its internal process, or when there is a sense that after the process is complete, no one knows what happens next.

Possible outcomes include that the group may uncover new growth and improvement opportunities in an existing process by “bending it back into itself.”

Number of Players

3–10

Duration of Play

1–3 hours

How to Play

You will need a high-level understanding or documentation of the current state of things. Any existing, linear process will work.

  1. Introduce the exercise by “black boxing” the current process. This means that during the course of the exercise the group’s focus will be on what’s outside the process,not the fine detail of what’s going on inside the box.
  2. To make this visual, give each step in the process a box on the wall (medium-sized sticky notes work well) and connect them with arrows in a linear fashion.
  3. To start the exercise, ask the group to think about, to the best of their knowledge, what happens before the process: Who or what is involved? What is going on?  Repeat this for the end of the process: What comes after the process? What are the possible outcomes?
  4. You may ask them to capture their thoughts on sticky notes and post them before and after the process.
  5. Next, draw a loop from the end of the linear process back to its starting point. By doing this you are turning a linear process into a life cycle. Ask: “To get from here,and back again, what needs to happen? What’s missing from the picture?
  6. The group is ready to explore possibilities and opportunities. Again, sticky notes work well for capturing ideas. Have the players capture their thoughts along the line and discuss.

Summarize or close the exercise by generating a list of questions and areas to explore.  This may include looking at the internal, defined process for improvement ideas.

Strategy

Pick the right process to do this with. A process that warrants repeating, such as the customer experience, works well.  Knowledge creation and capture, as well as strategic planning, are also candidates.

Get the right people in the room. Some awareness of what happens outside the process is needed, but can also hamper the experience. One of the biggest potential outcomes is a visceral change in perspective on the participants’ part: from internal focus to external focus.

This game is credited to James Macanufo.

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Flip It

Object of Play

Often, a change in a problem or situation comes simply from a change in our perspectives.  Flip It! is a quick game designed to show players that perspectives are made, not born. We can choose to see the glass as either half full or half empty, but often when we perceive it as half full, we get better results. This game is at its best when players begin to see challenges as opportunities and to make doable suggestions around solving problems rather than just rehashing them.

Number of Players

5–20

Duration of Play

30 minutes to 1 hour

How to Play

  1. Before the meeting, hang four to eight sheets of flip-chart paper on a wall (as shown in the following figure), and on any sheet in the top row, write the name of the game.
  2. On the bottom-left sheet write the word “FEAR”.  If you’d like, spend time drawing a representation of fear on the sheets beforehand or cut out an image from a magazine that embodies it. Tell the group that Flip It is about the future—of their department, their organization, their product/service, whatever topic you have agreed on beforehand.
  3. Ask the players to quietly spend 5–10 minutes writing concerns, issues, and fears about the topic on sticky notes. Remind them to be honest about their fears because this game gives them an opportunity to reframe their fears. Collect and post the sticky notes on the FEAR sheets, which are all the sheets along the bottom row.  Discuss the content with the group and ask for volunteers to elaborate on their contributions.
  4. On the top-left sheet write the word “HOPE”. Ask the players to survey the content in the FEAR row and try to “flip” the perspectives by reframing in terms of hope.Give them 10–15 minutes to generate sticky notes that respond to the fears.
  5. With the group, collect and post the second set of sticky notes on the HOPE sheets along the top row.
  6. Discuss the content with the group and ask for volunteers to elaborate on their contributions. Ask the players to dot vote next to the hopes they can take practical action on. With the group, observe the hopes that won the most votes.
  7. Write the word “TRACTION” on another sheet of flip-chart paper. Rewrite (or remove and restick) the hopes that won the most votes on the TRACTION sheet.  Ask the players to brainstorm aloud any actionable items related to each hope. Write them down and discuss.

Strategy

Because Flip It starts with FEARS, as the meeting leader you’ll need to reassure folks early on that they’re not going to wallow in their fears. They just need to spend sometime generating fears in order to gather information and get the game moving. You can model the flip-it behavior by opening the game with an example of a situation you chose to perceive one way or the other. Once the group writes down their fears and posts them on the wall, let them air any related thoughts and then spend the majority of the time flipping the fears into positive outcomes. You want the group to see concerns (even if it’s a momentary view) as a chance to be hopeful and get motivated around action.

If you’re working with a larger group or if the group generates an abundant amount of sticky notes, use the sorting and clustering technique and generate representative categories for each cluster. Then ask the group to vote on those categories and use them during the TRACTION activity. Unless directed otherwise, the issues provided by the group will likely focus on both internal and external factors. If you don’t want the play to be that all-encompassing, establish a boundary going in.

  • Optional activity: Ask for volunteers to write their initials next to the practical actions they could support. Tell them it’s not an intractable commitment, just an indication of where their interest lies.

The source of the Flip It game is unknown.