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Making The Game Come Alive

The most exciting thing about gamestorming is the creativity it allows me. I’m essentially freed to create an experience perfectly suited for my audience. Because while the games the folks at Xplane have created are effective, they are still just “old standards.” They are like Monopoly® or Scrabble®. Everyone can play and everyone can enjoy. But when a game is created specifically for a situation or an audience, it can be truly magical and memorable

Recently I went to run a gamestorm for a friend. After years at an agency he helped found, he allowed his partner to buy him out and was now questing for the 2.0 of his career. So while many of the suggested games may have worked, the personal nature of his need to uncover his true passion and brand demanded something more.

Now this friend is also a musician. Okay, let’s face it — He’s an old hippie musician. He used to play in bands in the 70s, still shreds a mean guitar and quotes lyrics from America and stuff. So I knew that a game involving music would both intrigue and inspire him.

But music was just a mechanic. The game still needed structure. That’s when the idea of creating a game structured around a comeback album came to me.

Just like when creating songs, we would start out with what inspired us. We’d stay focused on business, but we’d talk about both our personal and professional inspirations. And from that we would derive the basis of song ideas or “riffs”. Then we’d group these elements into “chords” (artifacts), arrange our chords into “progressions” (nodes), create  “songs” (pattern recognition and door closing) and then identify our formula for a hit song (end game or goal).

Here’s a glimpse of the game we worked from:

The Comeback Album of The Decade Game

Object:

Famous rockstar agency principle and creative god, [redacted], has had a long and distinguished career in the classic rock powerhouse group, [redacted]. Now he finds himself out on his own ready to recast himself into the next chapter of his career. He’s in the planning stages of his big comeback album and we need to help.

The game will be broken into five distinct parts.

  • We will determine what riffs we want to hit (one hour)
  • We will establish “chords” for those life notes (half hour)
  • We will arrange the “chords” into hot progressions (half hour)
  • We will play with possible “songs” (half hour)
  • We will identify our formula for “hit” songs (half hour + after game assessment)

Part I:

Finding our Riffs: We put on post-up’s everything that we love in life and in marketing, whether we have done it or not. These will form our riffs for the song. This is beyond expertise. This is about the expanse of what we want stand for in life and work. (60 min)

Part II:

Next we will group the ideas into common themes and see what initial patterns are observed. We will also identify outliers and eliminate them from the discussion. Then once grouped, major idea groups will be assigned major power chords, while supporting idea groups will get minor chords. (30 min)

Part III:

Next we will arrange our chords into logical progressions and test to make sure that the chords work well together. As a mnemonic we will use actual guitars to test the chords and make sure the progressions make sense musically and make adjustments as necessary. (30 min)

Part IV:

We will then take items from each grouping to form our songs, mixing and matching across each progression to understand how each progression works and what it means to the song as a whole. Guitars may be used to play our songs. We will then test how one progression leads to the next and arrange the progressions in order of importance or impact. (30 min)

Part V:

We will finally have our discussions to start closing off the loops and identifying what is working best in an attempt to create our hit formula. Will use star-shaped post its to boil down the intent of each progression into an even simpler idea. The result being the “anthem” or brand essence of this new band will be. (30 min + after-session assessment)

Out of respect for privacy, I won’t share many details about how the game ran. But I can tell you that the day was a phenomenal success.

Using off-the-shelf post-up notes, post-up letters (to represent the chords), markers, star-shaped post-ups (to indicate our “hits”) and guitars, we were able to set aside the concerns of what he should be doing and get focused on what he should be feeling. In fact, the biggest patterns that emerged had nothing to do with the services he wished to offer. Instead, we found themes about ethics and employee relations that defined his personal fulfillment as coming more from being a leader than a doer.

Now I don’t want to fool you here. This game did not run perfectly. It was the first time I ran it and I changed plenty on the fly to keep it fresh and alive. When running a new game you have to expect things not to work. It also felt like there was a dead spot during the song writing because my own energy was flagging. (Note to self: afternoon pot of coffee and maybe skip lunch.)

But ultimately the game’s success is determined by the players enjoyment, not the game master’s sense of accomplishment. And on that front, it was a raving success. My friend could not tear his eyes off the wall. He wanted to keep it up for a few weeks just to contemplate it. And after I wrote my assessment and emailed it to him, I could see why. There was real direction hiding there in terms of what his next steps should be.

I also learned a valuable lesson about gamestorming. Since the concept was developed by artists, the examples of play given in the book lean toward the visual. But there are all kinds of games. And in our case, the game was auditory.

During our game there was a lot of repeating themes out loud and listening to them in musical form. The visual was still present, but the game was designed to stimulate the ears. And the resulting insights were things that needed to be said, rather than seen.

For me, this understanding of game structure helps me understand that there are five senses present with any player. Taking advantage of these senses in game structure and leveraging the most applicable ones, will always make the game more relevant and memorable.

Bob Knorpp is a marketing and advertising strategist. He is host of Ad Age Outlook and The BeanCast Marketing Podcast.

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The 5 Whys

Object of Play

Many of the games in this book are about seeing the bigger picture or relating a problem to its context. The 5 Whys game mirrors that motive to move beyond the surface of a problem and discover the root cause, because problems are tackled more sustainably when they’re addressed at the source.

Number of Players

5–10

How to Play

1. Prior to the meeting, establish a problem your team needs to evaluate. Write the problem in an area visible to all the group members, and if you’d like, draw something that represents it.

2. Distribute sticky notes to each player and ask them to number five of them 1 through 5.

3. Ask the players to review the problem statement and ask themselves WHY it’s a problem. Then ask them to write their first response on sticky note 1.

4. Tell the players to ask themselves WHY the answer on sticky note 1 is true and write their next response on sticky note 2.

5. Again, tell the players to ask themselves WHY the answer on sticky note 2 is true and write the response on sticky note 3.

6. Repeat this process in numerical order until every numbered sticky note has a response written on it.

7. Below the problem statement, write the word “Why?” five times in a column and draw lines to create columns for each player’s set of notes. Ask the players to approach the wall and post their responses, starting with 1 at the top and ending with 5 on the bottom.

8. Review the “Why” columns with the group and note commonalities and differences.

Allow for discussion.

 

Rewrite the problem statement on a sheet of flip-chart paper. Then give a volunteer five clean sticky notes to write on, and work with the group to build consensus on which of the five “Whys” in the columns offer the most meaningful insight into the problem. Ask the volunteer to rewrite the “Whys”—one per sticky note—as the group agrees on them.  Once they’re all written, tape the five index cards into a final column under the problem statement. If you have time, move into a discussion around “what’s next.”

Strategy

This game is about reading more between the lines—about understanding the root cause of a problem so that people can get the greatest leverage out of solving it. When leading this game, encourage the players to be honest. This is the single most important strategy.

If the players avoid the issues, the game doesn’t yield good information. And in a worstcase scenario, you could have people actually addressing the wrong problems. So, as the meeting leader, be aware of the dynamics between the players and foster open conversation around the difficult question of “why”.

Another important practice is to ask the players to write the first thing that comes to mind each time they ask “Why?”. If they jump immediately to the perceived root of the problem, they may miss the opportunity to see the stages, which are valuable to know for problem solving at different levels.

Finally, many problems require more or less interrogation to get to the root. Ask “Why?” until you feel the group is really getting somewhere. Five Whys is a healthy place to start, but don’t interpret it as a fixed number. Build longer WHY columns if necessary, and keep going until you get the players to meaningful insights.

The 5 Whys game is based on a game by Sakichi Toyoda.

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Pre-Mortem

Spooky!

Object of Play

Often in projects, the learning is all at the wrong end. Usually after things have already gone horribly wrong or off-track, members of the team gather in a “postmortem” to sagely reflect on what bad assumptions and courses of action added up to disaster. What makes this doubly unfortunate is that those same team members, somewhere in their collective experience, may have seen it coming.

A pre-mortem is a way to open a space in a project at its inception to directly address its risks. Unlike a more formal risk analysis, the pre-mortem asks team members to directly tap into their experience and intuition, at a time when it is needed most, and is potentially the most useful.

Number of Players

Any, but typically small teams will have the most open dialogue

Duration of Play

Depends on the scope of an effort; allow up to five minutes for each participant

How to Play

A pre-mortem is best conducted at the project’s kickoff, with all key team members present and after the goals and plan have been laid out and understood. The exercise starts with a simple question: “What will go wrong?” though it may be elevated in phrasing to “How will this end in disaster?”

This is an opportunity for the team to reflect on their collective experience and directlyname risks or elephants lurking in the room. It’s a chance to voice concerns that mightotherwise go unaddressed until it’s too late. A simple discussion may be enough to surfacethese items among a small team; in a larger group, Post-Up or list generation maybe needed.

To close the exercise, the list of concerns and risks may be ranked or voted on to determine priority. The group then decides what actions need to be taken to address these risks; they may bring these up as a part of ongoing meetings as the project progresses.

Strategy

Conducting a pre-mortem is deceptively simple. At the beginning of a project, the forward momentum and enthusiasm are often at their highest; these conditions do not naturally lend themselves to sharing notions of failure. By conducting a pre-mortem, a group deliberately creates a space to share their past learning, at a time when they can best act on it.

The source of  the Pre-Mortem game is unknown. It’s similar, and related to, the Innovation Game: “Remember the Future” designed by Luke Hohmann.

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$100 Test

Object of Play

In this method of prioritization, participants assign relative value to a list of items by spending an imaginary $100 together. By using the concept of cash, the exercise captures more attention and keeps participants more engaged than an arbitrary point or ranking system.

Number of Players

Small groups of 3–5 participants

Duration of Play

Medium; may take up to 1.5 hours for a group to decide how to spend its money and to reflect on outcomes, depending on the length of the list and size of the group.

How to Play

To set up the game, you will need a list of items to be prioritized, set up in a matrix with space reserved for the amount spent and reasoning why.

To begin the game, explain the challenge to the group: they have a collective $100 to spend on the list of items. The dollars represent importance of items, and they must decide as a group how to allocate the dollars across the list.

Give the group sufficient time to assign their values, and ask that they also write a brief explanation for the amount. It is possible that groups may bring up the literal cost or effort of items on the list; this may confuse the primary issue of importance and it may be best addressed as a separate discussion, or as its own $100 Test.

When the matrix is complete, ask the group to explain their decisions and reasoning.  The matrix can then be used as a guidepost for future decision making on a project;  specifically, what items are important and of higher priority than the others.

Strategy

This game is commonly used in software development for working with users to create their prioritized feature list.  However, it can be applied in any situation where a “false scarcity” would help focus a group’s wants and needs. For example, an HR group polling employees about new benefit plans may use the $100 Test to uncover what options would be best received and why.

The $100 Test is known by many names, including Divide the Dollar and the short-form variation, the $10 Test. Finnish variations and have been introduced by firms on the market, including Sambla.

The source of the $100 Test game is unknown.

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Stakeholder Analysis

VTS

Object of Play

The concept of a “stakeholder” has deep roots in business and managerial science, appearing as early as the 18th century in reference to any holder of a bet or wager in an endeavor. The term now has come to mean anyone who can significantly impact a decision, or who may be impacted by it. At the beginning of projects big and small, it may benefit a team to conduct a stakeholder analysis to map out who their stakeholders are—so that they can develop a strategy for engaging them.

Number of Players

Any;  key members of a team who have a collective awareness of all aspects of a project

Duration of Play

30 minutes to 1 hour, depending on the depth of the analysis

How to Play

There are a number of variations in mapping out stakeholders, and a team may changeor add variables to the equation, depending on the circumstances.

The most common way to map is by power and interest.

Power: describes a stakeholder’s level of influence in the system—how much he can direct or coerce a project and other stakeholders.

Interest: describes the degree to which a stakeholder will be affected by the project.

By setting up a matrix with these two axes, you are ready to begin.

Step 1: Create a List of Stakeholder Groups

If you do not already have a list of the stakeholders, now is the time to generate it. By using Post-Up or a similar method, create your set of stakeholders by answering these questions:

• Who will be impacted by the project?

• Who will be responsible or accountable for the project?

• Who will have decision authority on the project?

• Who can support the project?

• Who can obstruct the project?

• Who has been involved in this type of project in the past?

A typical list of stakeholders may include these groups:

• The customer, user, or beneficiary of a project

• The team or organizations doing the work

• The project’s managers

• The project’s sponsors, who finance the project

• Influential parties or organizations

Step 2: Map the List on the Grid

After generating the list of stakeholders, the group maps them into the matrix based on their relative power and interest. If the stakeholders have been captured on sticky notes, the group should be able to place them into the matrix directly.

Step 3: Develop a Strategy and Share It Broadly

After each stakeholder has been placed into the matrix, the group will want to discuss specific strategies for engaging their stakeholders. They may ask:

• Who needs to be informed of what, and when?

• Who needs to be consulted about what, and when?

• Who is responsible for engaging each stakeholder, and when and how will they do it?

Creating this draft is a good first step. If the project scope or number of stakeholders is large, it is advisable to share the analysis broadly and transparently with everyone involved. This validates the analysis by filling any gaps, and in the process, it clarifies where people fit in.

Strategy

Along with a RACI matrix and other “people + project” activities, stakeholder analysis is a basic framing tool for any project. For leaders and managers, it clearly scopes out who has what level of input and interest in a project, and can help to align decisions appropriately.

Stakeholder Analysis” traces its roots to the “Prince Chart” exercise developed by Coplin and O’Leary to better predict project outcomes.

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History Map

IMG_1882

Object of Play

Organizations naturally look ahead to anticipate progress. But the past can be as informative as the future. When an organization undergoes systemic or cultural change, documenting its history becomes an important process. By collecting and visualizing the components of history, we necessarily discover, recognize, and appreciate what got us where we are today. We can see the past as a guiding light or a course correction for our future. The History Map game shows you how to map moments and metrics that shaped your organization. It’s also a great way to familiarize new people with an organization’s history and culture during periods of rapid growth.

Number of Players

10–50

Duration of Play

30 minutes to 1.5 hours

How to Play

1. Using flip-chart paper and markers, draw a continuous timeline along the bottom of several pages. Hang the paper end to end along a wall. Write the years under the timeline and include an appropriate starting point—don’t go back 75 years if you don’t need to. Choose a longer time increment, 5- or 10-year windows, if your organization has a long history, and be sure to leave enough space in between years for writing, drawing, and posting content. Leave extra space for years that you know people have more knowledge of or that were years of significant growth or change in the organization.

2. Ask each player to write his name and draw a self-portrait on a sticky note and post it on the wall above the year he joined the organization. As the participants approach the wall for post-ups, ask questions and encourage storytelling about first impressions of the company or why they joined. Note when you see “old-timers” approaching the wall. The richness of their experience can educate the group, so be sure to request that they share a story. Old-timers: never map a history without them.

Optional activity: Before they post the sticky notes, ask the group tostand up and form a line based on when they joined the organization.  Let them discover who came on board when and let the line self organize based on these discovery conversations. Ask for their thoughts and observations once the line is sorted.

3. Ask questions to the group about the following, and build the history map by plotting their answers using text and images:

• Company successes

• Lessons learned

• Changes in leadership and vision

• Culture shifts

• Trends in the marketplace

• Structural reorganizations

• The ebb and flow of regulations

• Shifts in revenue and number of employees

• Major projects, etc.

4. If you’re not comfortable drawing improvisationally, establish icons before the meeting to categorize events for easy visual recognition. (For example, you can use stars for successes, arrows for increases or decreases in revenue or employees, a toolbox for projects, etc.) As you add content, refer to items you’re adding and ask open ended questions about them to keep the conversation going.

5. Summarize the findings and ask the players what they learned and why they believe the history of an organization is important. Look for emergent patterns in the life of the organization and verbally relate the history to the future. Request the thoughts, feelings, and observations of the players.

Strategy

Mapping a history should be an enjoyable experience for the meeting leader and the participants. It’s a time for storytelling, reflection, and appreciation of the life and experience of the organization. While you’re helping the group document the history, set a supportive tone and encourage camaraderie, storytelling, and honesty—even about the hard times. And if the meeting runs relatively long, leave the history map posted so that the players can review it during a break and continue to breathe life into it. Let the story build even when you’re not conducting the story session. To make the creation of the map logistically easier for you as the meeting leader, follow these tips:

• Always be aware of the level of institutional memory in the meeting. If you’re running a game that would work better with experienced employees, include them.

If you’re running a game that would work better with new eyes and fresh ideas, include newer employees. Pay attention to the knowledge and experience level of the players as it relates to your desired outcome. Brand the history map with the company’s logo and write a phrase beforehand that sums up the current vision and culture.

• Draw major events on the map beforehand to use as conversation starters.

• Use sticky notes for events where people are unsure of the dates or metrics so that you can log more accurate information later.

The History Map game is based on The Grove Consultants International’s Leader’s Guide to Accompany the Graphic History Graphic Guide® ©1996–2010 The Grove.

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Graphic Jam

IMG_7891

Object of Play

Words become more challenging to visualize as they become less literal. For example, the words computer and necktie offer immediate imagery. But the words strategy and justice are more abstract and lend themselves to broader visual interpretations. Graphic Jam is an all-purpose visualization game that you can conduct before many other games as a warm-up, but it’s also a useful game in itself. Visualizing abstract concepts supports logo development, presentation design, website design, metaphor development for e-learning, and so on. It exercises the visual part of our cortex—which accounts for 75% of our sensory neurons—and turns on parts of our minds that don’t get much action in a typical business setting. Why does that matter? Because business is getting more complex.  Being able to use your mind’s eye to see and show problems—and solutions—will be a sought-after skill.

Number of Players

5–15

Duration of Play

30 minutes to 1 hour

How to Play

1. Establish a large, flat, white display area for this game. Give all players access to sticky notes and index cards.

2. Ask them to take 1–2 minutes to write words on the index cards that they have difficulty conceptualizing and drawing, like “quality” or “teamwork.” Ask for one word or phrase per index card.

3. Gather all of the contributions, shuffle them, and then draw one card and read it aloud to the group. Tape it up in the white space.

4. Ask the players to reflect on the word and draw a visual representation of it on a sticky note so that it can be posted on the wall. Give them 2–3 minutes to do so.

5. Have the players approach the white space and post their sticky note under the index card with the related word.

6. Repeat steps 3–5 until all or most of the words have been read aloud. If you draw repeat words or synonyms of previously drawn words, draw again until you get a fresh concept.

7. By the end of the game, you’ll have a gallery space of visualized concepts. Ask the group to spend time looking at how others interpreted the words.

8. Referring to the sticky notes, lead a group discussion by asking what certain images mean and how the artist related that image to the word that was read aloud. Ask players to discuss which words were easier to visualize than others and why. Close by asking them how they might see visualization skills applied in their daily life and work.

Strategy

It is highly likely that the words the players contribute to this game will be on the abstract end of the spectrum. Note that the amount of time you’ll need for this game depends on the number of players, the number of words each player generates, and the complexity of the word concepts. Use your best judgment on how long to spend conducting a Graphic Jam session. And when you decide it’s time to call it quits, ask the group if there are any burning concepts they’d like to see visualized. If so, take a few more minutes with the group to tackle them. When the game is over, give the players a chance to converse with each other about the creative processes and techniques they use to conjure ideas and imagery.

The Graphic Jam game inspired by the same-named activity created by Leslie Salmon-Zhu, co-founder of the International Forum of Visual Practitioners.

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Spectrum Mapping

Visual thinking school

Object of Play

Spectrum mapping is designed to reveal the diversity of perspectives and options around any given topic and to organize them into a meaningful spectrum. This game gives players an opportunity to express their views without having to assert them vocally or even take ownership of them in front of the group. It’s valuable because it unearths information that plays a role in attitudes and behaviors that otherwise may not be visible.

Number of Players

5–15

Duration of Play

30 minutes to 1 hour

How to Play

1. Before the game begins, brainstorm topics around which you want insight from the group. Write each topic on a sticky note.

2. Introduce Spectrum Mapping by stating that the purpose of the game is to illuminate the team’s range of perspectives and to organize those perspectives into a continuum so that everyone gets a view of it.

3. Post the topic sticky notes in a column in the approximate middle of a space on the wall visible to the players. Ask everyone to silently generate a point-of-view preference option around that topic and write it on a sticky note. They are welcome to offer more than one.

4. Ask the players to come to the wall and post their sticky notes in a horizontal line on either side of the topic. Reassure them that the relationships between the sticky notes aren’t yet of interest. The visual may look like the following figure.

5. Once the sticky notes are posted, work with the group to sort them into a horizontal range of ideas. Sticky notes that express similar perspectives or options should go next to each other. Sticky notes that seem to be outliers should stand alone; they may sometimes end up defining the limits of the range.

6. Continue sorting until the group agrees that the sticky notes are in their appropriate places on the horizontal line.

7. Repeat this process if you have more topics to evaluate.

Once the spectrum for each topic has been laid along the horizon, ask for observations and insights on the lay of the land. Discuss the findings with the group and ask if any perspective or option has been excluded. If so, add it and re-sort as necessary.

Strategy

Not only does spectrum mapping reveal individual ideas around important topics, but it also tells you how many members of your group have certain types of views and where their endpoints lie. After spectrum mapping, the players are likely to discern a more holistic view of where they stand. In other words, spectrum mapping indicates whether the group tends to lean a certain way—perhaps it’s fiscally conservative, oriented toward growth, or reticent about change. Either way, as a team leader, it’s good to be aware of the group’s natural inclination and openly acknowledge it to enhance future team building, problem solving, and planning.

Assure the players that they’re free to write up honest perspectives and preferences around a topic even if those preferences may be considered outlandish by the other players. Tell them that outlier ideas still make it onto the continuum. This play is about mapping and displaying the spectrum, not evaluating ideas for validity, innovation, or popularity. This game has the effect of letting groups see if their behavior skews too far to one side or whether they’re taking a reasonable approach when a radical one may be better.

The source for the Spectrum Mapping game is unknown.

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Pro/Con list

Pro/Con list, originally uploaded by dgray_xplane.

It’s rare that we can clearly establish the provenance of a Gamestorming approach, but it’s very nice when we can. The Pro and Con list is a good example: It was invented by Benjamin Franklin and described by him an a 1772 letter to Joseph Priestley. Here’s the description in Ben’s own words:

To Joseph Priestley

London, September 19, 1772

Dear Sir,

In the Affair of so much Importance to you, wherein you ask my Advice, I cannot for want of sufficient Premises, advise you what to determine, but if you please I will tell you how.

When these difficult Cases occur, they are difficult chiefly because while we have them under Consideration all the Reasons pro and con are not present to the Mind at the same time; but sometimes one Set present themselves, and at other times another, the first being out of Sight. Hence the various Purposes or Inclinations that alternately prevail, and the Uncertainty that perplexes us.

To get over this, my Way is, to divide half a Sheet of Paper by a Line into two Columns, writing over the one Pro, and over the other Con. Then during three or four Days Consideration I put down under the different Heads short Hints of the different Motives that at different Times occur to me for or against the Measure. When I have thus got them all together in one View, I endeavour to estimate their respective Weights; and where I find two, one on each side, that seem equal, I strike them both out: If I find a Reason pro equal to some two Reasons con, I strike out the three. If I judge some two Reasons con equal to some three Reasons pro, I strike out the five; and thus proceeding I find at length where the Ballance lies; and if after a Day or two of farther Consideration nothing new that is of Importance occurs on either side, I come to a Determination accordingly.

And tho’ the Weight of Reasons cannot be taken with the Precision of Algebraic Quantities, yet when each is thus considered separately and comparatively, and the whole lies before me, I think I can judge better, and am less likely to take a rash Step; and in fact I have found great Advantage from this kind of Equation, in what may be called Moral or Prudential Algebra.

Wishing sincerely that you may determine for the best, I am ever, my dear Friend,

Yours most affectionately

B. Franklin

Source: Mr. Franklin: A Selection from His Personal Letters. Contributors: Whitfield J. Bell Jr., editor, Franklin, author, Leonard W. Labaree, editor. Publisher: Yale University Press: New Haven, CT 1956.

Note about the image: I couldn’t find an example of a Pro/Con list by Benjamin Franklin, but I found this image as part of a Connecticut Historical Society blog post about the Rev. William Patton, who made this Pro/Con list as he considered the relative merits of living in Boston vs. Hartford.

Image: Pros and cons of moving to Hartford, Rev. William W. Patton diaries and account book, 1835-1889, Ms 68129. CHS, Hartford, CT

Online Pro/Con List

Pro/Con ListGiven Benjamin Franklin’s large and distributed social network, we’re pretty sure that he would have enjoyed playing this game with his friends and colleagues. And while dear Ben couldn’t engage his network very easily, we’re pretty sure that he’d be really happy to learn that you can engage your distributed team in an online Pro/Con game.

Here is another image of the Pro/Con List Game. But this one is special – clicking on this image, will start an “instant play” game at www.innovationgames.com. In this game, there will be two icons that you can drag on your online Pro/Con List:

  • Blue Pluses: Use these to capture Pros.
  • Cons: Use these to capture Cons.

We’ve organized this game using multi-layered regions so that you can keep track of the importance of each item. There are High, Medium, and Low importance regions on the game board. As you’re moving items around, use these regions to help you keep track of the most important ideas.

Keep in mind that that this is a collaborative game. This means that you can invite other players to play. And when they drag something around – you’ll see it in real time!