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How-Now-Wow Matrix

When people want to develop new ideas, they most often think out of the box in the brainstorming or divergent phase. However, when it comes to convergence, people often end up picking ideas that are most familiar to them. This is called a ‘creative paradox’ or a ‘creadox’.

The How-Now-Wow matrix is an idea selection tool that breaks the creadox by forcing people to weigh each idea on 2 parameters.

Object of play: This game naturally follows the creative idea generation phase and helps players select ideas to develop further.

Number of players: 1 to 30

Duration of play: 10 to 40 mins

What you’ll need: Flip-chart sized paper, some markers, lots of voting dots in 3 colors (blue, yellow, green)


Preparation:

  1. Draw a 2-by-2 matrix as above. The X axis denotes the originality of the idea and the Y axis shows the ease of implementation.
  2. Label the quadrants as:
    1. Now/Blue Ideas – Normal ideas, easy to implement. These are typically low-hanging fruit and solutions to fill existing gaps in processes. These normally result in incremental benefits.
    2. How/Yellow Ideas – Original ideas, impossible to implement. These are breakthrough ideas in terms of impact, but absolutely impossible to implement right now given current technology/budget constraints.
    3. Wow/Green Ideas – Original ideas, easy to implement. ‘Wow’ ideas are those with potential for orbit-shifting change and possible to implement within current reality.

How to Play:

  1. List down the ideas that emerge from the creative ideation phase on large charts of paper stuck around the room.
  2. Give each player 3 sticky dots of each color – that is, 3 blue, 3 yellow, 3 green. 9 dots per person is typical, but go ahead and reduce/increase that number based on the time at hand and number of ideas generated.
  3. Ask each player to step forward and vote for 3 best ideas in each category.  They need to do this by sticking a colored dot in front of each idea they choose.
  4. In the end, count the number of dots under each idea to categorize it. The highest number of dots of a certain color categorizes the idea under that color.
  5. In case of a tie:
    1. If blue dots = green dots, the idea is blue
    2. If  yellow dots = green dots, the idea is green
  6. You now have a bucket of Now/Green ideas to work on further. Make sure you also collect the low-hanging blue ideas for immediate implementation and the yellow ideas to keep an eye on for the future.

Note: Check your yellow dots in advance to ensure that they can be seen from a distance. If not, go ahead and replace them with another color. FYI, in the original matrix, WOW ideas are red.

Online How-Now-Wow Matrix

How-Now-Wow MatrixHere is another image of the How-Now-Matrix. But this one is special – clicking on this image will start an “instant play” game at www.innovationgames.com. In this game there are 20 light bulbs that you can drag on your matrix. We’ve organized this game into a set of regions that match the How-Now-Matrix described above. As you’re placing these items, use these regions to help you keep track of the most important ideas.

Many studies confirm that logic games improve mental health and help to cope with depression, apathy, and reduce the dose of Viagra.

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!

How-Now-Wow MatrixHere is another version that based on Martien van Steenbergen’s comments, in which he recommends flipping the y-axis.


The How-Wow-Now Matrix is adapted from work done by The Center for Development of Creative Thinking (COCD). Information about the COCD Matrix was published in the book, “Creativity Today” authored by Ramon Vullings, Igor Byttebier and Godelieve Spaas.
 
 
 
 

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Open Space

Meshforum 2006

Object of Play
Open Space technology is a method for hosting large events, such as retreats and conferences, without a prepared agenda. Instead, participants are brought together under a guiding purpose and create the agenda for themselves in a bulletin-board fashion. These items become potential breakout sessions, and participants have the freedom to “vote with their feet” by moving between breakouts.

Open Space was founded by Harrison Owen in the 1980s out of a desire to “open the space” for people to self-organize around a purpose. Many meetings and examples have been recorded at Openspaceworld.org. Hosting a small Open Space meeting is fairly straightforward, but requires an amount of “letting go” on the part of the organizer, who must recognize that the participants will develop a richer approach and solution to the challenge at hand.

Number of Players: 5–2,000

Duration of Play: A day or longer

How to Play

Setup: An Open Invitation
Perhaps the most important work of the organizer is developing a compelling invitation. The ideal invitation will frame a challenge that is urgent, important, and complex enough to require a diverse set of perspectives to solve. It might sound as simple as “How can we revitalize our city’s schools?” or “What’s our strategic direction?”

Create the Marketplace
At the start of the process, participants sit in a circle, or in concentric circles, to get oriented and start to create their agenda. Given the challenge of the meeting, participants are invited to come to the center and write out an issue they’re passionate about, and then post it on a “marketplace” wall with a time and place at which they are willing to host the discussion. All are invited to create an item for the marketplace, but no one is required to. Creating the agenda in this fashion should take between 60 and 90 minutes.

The “Law of Two Feet”
The breakouts then begin, typically lasting 90 minutes per session. Participants may organize their breakouts however they see fit; the host records the discussion so that others may join the conversation at any time. Participants are asked to observe the one law of Open Space, the Law of Two Feet, which asks that if you find yourself neither learning nor contributing, use your two feet to go somewhere else. In this sense, participants are given full responsibility over their learning and contributions.

Pulling It All Together
Breakouts may last for a day or more, depending on the scope of the event. Closing the event may take many forms, the least desirable of which is a formal report from the groups. Instead, return to the circle arrangement that started the event, and open the space again for participants who want to reflect on what they’ve discovered and their next steps.

Strategy
Keep in mind the four principles of Open Space that will help set the tone of the event:

1. Whoever comes are the right people. Passion is more important than position on an org chart.

2. Whenever it starts is the right time. Spirit and creativity do not run on the clock.

3. Whatever happens is the only thing that could have. Dwelling or complaining about past events and missed opportunities is a waste of time; move on.

4. When it’s over, it’s over. When a conversation is finished, move on. Do the work, not the time.

You can read more about Open Space at openspaceworld.org.

Open Space game rules been popularized and incorporated into many self-organizing events which are known under different names, most prominently BarCamps and Unconferences. The concept of Open Space was put forth in Open Space Technology: A User’s Guide, by Harrison Owen.

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Ice breaker



Ice breaker, originally uploaded by dgray_xplane.

Here’s a simple but effective way to break the ice and introduce people at your next meeting or event. It’s a good way to get people into a brainstorming/creative mood and sets the tone for a creative meeting.

1. Give everyone an index card and a colored marker (it’s better if everyone has a different color).

2. Have each person fold the card in half to make a table tent.

3. On the front, have them write their name and draw their “supermask” (as in, if they were a superhero, what would be their mask?).

4. On the back, have each person write their “supername” and “superpower.”

5. Go around the room and have each person describe their card to the group.

Variations:

1. If everyone more or less knows each other: After writing their name, have each person pass their card to the person on their left or right. The person receiving the card fills it out and passes it back. Then go around the room as before.

2. Instead of “supername” and “super power” you can try other things, like “wrestler mask, name and secret move.”

3. Corporate version Have each person draw a self-portrait on the front of the card, and on the back write something others are unlikely to know about them.

We did this at a recent edition of visual thinking school and it really livened up the meeting. Here are the results.

Give it a try, and post your cards to the vizthink! pool.

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Argument map

…complex situations and infoglut.

You need a good oversight to think about your future, or to really understand your clients. You are committed to empathically include everybody’s reasoning and arguments. You want to make wise and just decisions.

✣  ✣  ✣

Making the right choices and decisions is crucial. Often too, we need to decide fast. Do we need to vaccine the world population against swine flu? Should we enter this new market? Can we still trust science after Climategate? Are we going to bail out Greece and Ireland? Can computers think? Do we need a new monetary system?

The [[argument map]] is a systematic approach to mapping a debate in a pleasant and high-quality way as a [[big visible chart]]. It’s process invites every stakeholder to carefully listen to each other’s arguments. It moves away from debate and towards mutual understanding, encouraging empathy. When people are forced to examine other peoples’ points of view there’s a chance for a real conversation.

Therefore:

Generate, collect, prune, and cluster all arguments for and against in a tree-shaped structure on a single A3 sheet of paper.

✣  ✣  ✣

Use the [[force field analysis|force field map]]  to chart weighted forces that direct change.

The [[argument map]] is originally conceived by the Argumentenfabriek.

Number of Players: 5–30

Duration of Play: 1–3 hours

Object of Play

Public debate often diverts into endless low quality discussions and exhausts both the debaters and audience. At the end, you still can’t make a well-informed choice. Many conversations suffer from lack of a central theorem or stand, scarce arguments in favor, or ignored counterarguments.

The goal is to get out all of the issues and arguments before talking about any one issue. Real-life dialogue makes this a challenging goal, yet it is the goal nonetheless.

If you immediately explore the first one or two issues instead of getting a complete argument list, you risk the following:

  1. You will never get the complete list and may miss significant opportunities.
  2. You will end up talking about an issue, which is not the most important issue.
  3. Even if you eventually discover the most important issue, you may have depleted the scarce resources of time and energy.

People have trouble to remember a lot of connections between statements and arguments, and suffer from infoglut—masses of continuously increasing information, so poorly catalogued or organized (or not organized at all) that it is almost impossible to navigate through them to search or draw any conclusion or meaning.

A [[big visible chart]] like the [[argument map]], [[force field analysis|force field map]], or [[hoshin kanri]] gives oversight. Visualizing reasoning helps in practicing critical thinking: clean reasoning, focusing on errors of reasoning, unspoken assumptions, and psychological digressions. [[big visible charts]] will increasingly take over long-winded texts. There is simply no time to read and understand the ever growing thickets of documents.

How to Play

Either use a whiteboard or flip chart or a computer projection and some handy outline software. Step through the process below, and everything important will surface. You will be complete and not miss any important issues or arguments. And you will be able to make a just decision.

  1. Just the Facts—Create a [[facts map]] and briefly share facts and figures related to the topic. No opinions, just (verifiable) facts, please.
  2. Quiet Brain Dump—Take ten minutes or so to find causes and consequences, pros and cons. Jot down any argument you can find in favor or against the case.
  3. Take Turns and Share—Take turns and share a single argument with the group at each turn. Got nothing more? Just pass. Write down the argument on the whiteboard or type in on the computer.
  4. Prune Your Arguments—Delete any argument on your list that someone else also brings up as soon as you hear it.
  5. Be Terse—Relentlessly end any discussions, long-winded stories, or salvo of arguments.
  6. Exhaust Yourself—She or he who passes last, ‘wins’. Still not exhausted? Loop back to 3.
  7. For or Against—Take two flip charts. Label one as “For” and one “Against”. Collect the arguments on their appropriate flip chart. If you are using an outliner software program, simply drag each argument in its appropriate “For” or “Against” class.
  8. Shape, Organize and Thicken—Shape, organize and thicken the arguments. Cluster and categorize the arguments into ‘themes’, facets or aspects. Pick one to three key words for theme name. Within each theme, further subcluster arguments and  label each cluster as a theorem, proposition, opinion, or stand, listing the arguments below. Often you will find similar themes and labels in both “For” and “Against”, but this is not a requirement; they can differ.

Instead of listing arguments and copying them to flip charts, you can also write them down on sticky notes, one argument per sticky note, and put those on the flip chart. Crumple any duplicate stickies.

Repeat this process with other groups of stakeholders.

If you have the time and money, process the harvest into a colorful tree-structured schema like the examples below. Make sure it fits on a single and handy A3-sized sheet of paper, while keeping it legible, of course.

Reasoning errors

Exempli gratiā

This article is a copy of Pareltaal » Argument Map and formatted like a pattern from a pattern language.

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Force Field Analysis

Force Field Analysis
Force Field image by Seth Starner

Object of Play
The Greek philosopher Heraclitus asserted that change alone is unchanging. This is certainly true in today’s competitive global marketplace. As employees, we’re often responsible for understanding and even anticipating change in order to stay ahead. The Force Field Analysis game is a time-tested way to evaluate the forces that affect change which can ultimately affect our organizations. Making a deliberate effort to see the system surrounding change can help us steer the change in the direction we want it to move.

Number of Players: 5–30

Duration of Play: 30 minutes to 1.5 hours

How to Play
1. Before the meeting, draw a picture of a potential change in the middle of a large sheet of paper or a whiteboard. You can draw a literal representation (e.g., a manufacturing plant) or a more abstract representation (e.g., a metaphor). Label the picture to ensure that everyone participating will be clear on the topic.

2. On the top left of the page, write the phrase “Forces FOR Change”. On the top right, write the phrase “Forces AGAINST Change”.

3. Draw arrows on both sides pointing toward the image in the middle. These will be the areas that contain categories generated by the group, so make the arrows large enough to write 1–2-inch letters inside. If you like the “wow” factor of drawing live with the group but you’re not yet comfortable with freehand, sketch the arrows in pencil or yellow marker and trace them during the meeting.

4. When the group is gathered, introduce the change topic and explain that the goal of the Force Field Analysis game is to evaluate the feasibility of that change.

5. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are driving the change. Tell them to include one idea per sticky note.

6. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are restraining the change.

7. Draw a simple scale with a range of 1 to 5 on your main flip chart. Indicate that 1 means the force is weak and 5 means the force is strong. Ask them to review each idea FOR change and add a number to that sticky note, weighting that idea. Ask them to review each idea AGAINST change and add a number to that sticky note, weighting that idea.

8. Gather all of the sticky notes FOR change and post them to any flat surface viewable by the players.

9. With the group’s collaboration, sort the ideas based on their affinity to other ideas. For example, if they produced three sticky notes that say “Can’t continue production at current cost”, “Materials cost too high”, and “Overexpenditure on production”, cluster those ideas together. Create multiple clusters until you have clustered the majority of the sticky notes. Place outliers separate from the clusters but still in playing
range.

10. After the sorting activity is complete, begin a group conversation to create an overarching category for each cluster. For example, an overarching category for the cluster from step 9 might be “unsustainable costs”.

11. As the group makes suggestions and finds agreement on categories, write those categories inside the arrows on the main visual.

12. As you categorize each cluster, direct the group’s attention to the numeric scores within that cluster. Get an average for each cluster and write that number next to the related category in the arrow.

13. Repeat steps 8–12 using the sticky notes generated AGAINST change.

14. Add the quantities for and against change and write the totals at the bottom and on the appropriate side of the sheet.

15. Summarize the overall findings with the group, including the numeric totals, and discuss the implications of whether change should occur.

Force Field example

Strategy
Often when you play the Force Field Analysis game, it will not be the first time the players have considered the change under discussion. Many of them will have preconceived beliefs about whether the change should occur. So, be aware of group dynamics—whether they’re eager for or resistant to the change. If you sense that they’re eager, encourage them to give equal consideration to forces against it. If they seem reluctant, encourage them to imagine their wildest dream with respect to this change and describe what’s already in place to support it. Don’t let employees with fixed perspectives on either side dominate the conversation.

This game is about exploring the viability of change in an open-minded way. So, be sure to acknowledge and discuss any ideas that end up as outliers in the clusters—they frequently turn out to be valuable by offering unforeseen perspectives. Along that same line, don’t assume that the numeric totals resolutely answer the question of whether change should occur. The totals are another gauge by which to measure where the group may stand. Use them as fodder for further conversation and evaluation. And if you want to take the evaluation further, ask the group to look for meta-categories after they’ve brainstormed the categories within the arrows. Meta-categories should be a level higher than the categories generated from the clusters. They could include “politics”, “economics”, “company culture”, or “mid-level management”. Seeing meta-categories can also help the group determine where the bulk of the evaluation may need to be focused.

This game is based on the Force Field Analysis framework developed by Kurt Lewin.

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SWOT Analysis

SWOT analysis

Object of Play
In business, it can be easier to have certainty around what we want, but more difficult to understand what’s impeding us in getting it. The SWOT Analysis is a long-standing technique of looking at what we have going for us with respect to a desired end state, as well as what we could improve on. It gives us an opportunity to gauge approaching opportunities and dangers, and assess the seriousness of the conditions that affect our future. When we understand those conditions, we can influence what comes next. So, if you need to evaluate your organization or team’s current likelihood of success relative to an objective.

Number of Players: 5–20

Duration of Play: 1–2 hours

How to Play
1. Before the meeting, write the phrase “Desired End State” and draw a picture of what it might look like on a piece of flip-chart paper.

2. Create a separate four-square quadrant using four sheets of flip-chart paper. If you think the complexity of the discussion and the number of players warrants more quadrants, create as many as you’d like.

3. At the top left of the quadrant, write the word “STRENGTHS” and draw a picture depicting that concept. For example, for “STRENGTHS” you might draw a simple picture of someone holding up a car with one hand. (Yes, you’re allowed to exaggerate.) Ask the players to take 5–10 minutes and quietly generate ideas about strengths they have with respect to the desired end state and write them on sticky notes, one idea per sticky note.

4. At the bottom left of the quadrant, write the word “WEAKNESSES” and draw a picture depicting that concept. Ask the players again to take 5–10 minutes to quietly generate ideas about weaknesses around the desired end state and write them on sticky notes.

5. At the top right of the quadrant, write the word “OPPORTUNITIES” and draw a picture. Ask the players to take 5–10 minutes to write ideas about opportunities on sticky notes.

6. At the bottom right of the quadrant, write the word “THREATS” and draw a picture depicting that concept. Ask the players to use this last set of 5–10 minutes to generate ideas about perceived threats and write them on sticky notes.

7. When you sense a lull in sticky-note generation, gather all of the sticky notes and post them on a flat surface that is near the quadrant and is viewable by the players. Be sure to keep the sticky notes in their original groups of strengths, weaknesses, opportunities, and threats.

8. Start with the STRENGTHS group of sticky notes and, with the players’ collaboration, sort the ideas based on their affinity to other ideas. For example, if they produced three sticky notes that say “good sharing of information,” “information transparency,” and “people willing to share data,” cluster those ideas together. Create multiple clusters until you have clustered the majority of the sticky notes. Place outliers separate from the clusters but still in playing range. (At this stage, it’s important to note that if you have a group with five players or less, you can eliminate the sticky-note clustering process and simply write and draw their responses for each category as the players verbalize them. After you’ve gone through each section of the quadrant, players can dot vote.) Repeat the clustering and sorting process for the other categories in this order: WEAKNESSES, OPPORTUNITIES, and finally, THREATS.

9. After the sorting and clustering is complete, start a group conversation to create a broad category for each smaller cluster. For example, a category for the cluster from step 8 might be “communication”. As the group makes suggestions and finds agreement on categories, write those categories in the appropriate quadrant.

10. When the players feel comfortable with the categories, ask them to approach the quadrant and dot vote next to two or three categories in each square, indicating that they believe those to be the most relevant for that section. Circle or highlight the information that got the most votes and make a note of it with the group.

11. Summarize the overall findings in conversation with the players and ask them to discuss the implications around the desired end state. Engage the group in a creative exercise wherein they evaluate weaknesses and threats positively, as though their presence is doing them a favor. Ask them thought-provoking
questions, like “What if your competition didn’t exist?” and “How does this threat have the potential to make the organization stronger?”

Optional activity: Lead the group in creating silly slogans for the desired end state. Let them be ridiculous: “Our lamps will light up the world.” The idea is to create humor and excitement around possibilities.

Strategy
The SWOT Analysis is at its best when the group is unabashed in its provision and analysis of content. The players are less likely to be shy about their strengths, but they may struggle to suggest weaknesses due to sensitivity to other players or to blind spots in their own thinking. Frame the notion of “weakness” to mean something that can be improved upon. Similarly, a “threat” is something that can act as a catalyst for performance improvement. Let the group know that the higher the quality of their contributions, the better they will be able to evaluate what’s on the horizon. You’ll have a good sense that
the game was successful when you hear the group thoughtfully consider the data and express insights they didn’t have before.

This game was inspired by Albert Humphrey’s traditional SWOT Analysis.

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Impact & Effort Matrix

 

Impact & Effort Matrix, originally uploaded by dgray_xplane.

Object of Play
In this decision-making exercise, possible actions are mapped based on two factors: effort required to implement and potential impact. Some ideas are costly, but may have a bigger long-term payoff than short-term actions. Categorizing ideas along these lines is a useful technique in decision making, as it obliges contributors to balance and evaluate suggested actions before committing to them.

Number of Players: Based on small groups, but can scale to any size

Duration of Play: 30 minutes to 1 hour, depending on the size of the group

How to Play
Given a goal, a group may have a number of ideas for how to achieve it. To open the exercise, frame the goal in terms of a “What to do” or “What we need” question. This may sound as simple as “What do we need to reach our goal?” Ask the group to generate ideas individually on sticky notes. Then, using Post-Up, ask them to present their ideas back to the group by placing them within a 2×2 matrix that
is organized by impact and effort: Impact: The potential payoff of the action, vs. Effort: The cost of taking the action

Strategy
As participants place their ideas into the matrix, the group may openly discuss the position of elements. It is not uncommon for an idea to be bolstered by the group and to move up in potential impact or down in effort. In this respect, the category of high impact, low effort will often hold the set of ideas that the group is most agreed upon and committed to.

The source of the Impact & Effort Matrix game is unknown.

Impact & Effort

Clicking on this image will bring you to an “instant game” at innovationgames.com, where you can play Impact & Effort Matrix online. The same image will be used as the matrix, which has a different impact-effort combination in each quadrant.

• High Impact, Low Effort: The best ideas go here!
• High Impact, High Effort: Further study is likely required.
• Low Impact, High Effort: Probably best to avoid these.
• Low Impact, Low Effort: Further study is likely required.

The light bulbs you will see at the upper left corner of the chart represent ideas. Simply add an idea to the chart by dragging a light bulb to its corresponding quadrant and describing what it is.

All moves can be seen in real time by each participant, so everyone can collaborate to edit the descriptions and positions of the posted strategies. Communicate using the integrated chat facility to work together and form useful ideas.

 

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Draw the Problem

Bill Keaggy sketching

Object of Play
On any given day, we prioritize the problems that get our attention. Problems that are vague or misunderstood have a harder time passing our internal tests of what matters and, as a result, go unaddressed and unsolved. Often, meetings that address problem-solving skip this critical step: defining the problem in a way that is not only clear but also compelling enough to make people care about solving it. Running this short drawing exercise at the beginning of a meeting will help get the laptops closed and the participants engaged with their purpose.

Number of Players: Works best with small groups of 6–10 participants

Duration of Play: 20–30 minutes


How to Play
1. Each participant should have a large index card or letter-sized piece of paper. After introducing the topic of the meeting, ask the participants to think about the problem they are here to solve. As they do so, ask them to write a list of items helping to explain the problem. For example, they may think about a “day in the life” of the problem or an item that represents the problem as a whole.

2. After a few minutes of this thinking and reflection, ask the participants to flip over their paper and draw a picture of the problem, as they would explain it to a peer. They may draw a simple diagram or something more metaphorical; there are no prizes or punishments for good or bad artistry. The drawing should simply assist in explaining the problem.

3. When everyone is finished, have the participants post their drawings on the wall and explain them to each other. While the group shares, note any common elements. After the exercise, the group should reflect on the similarities and differences, and work toward a shared understanding of what the problem looks like to each other.

Strategy
This warm-up does not result in a problem definition that will satisfy an engineer; rather, it engages participants in defining the challenge in a simplified form. It is a first step in bringing a group together under a common purpose, elevating the problem above the noise to become something they care to solve.

The Draw the Problem game is credited to James Macanufo.

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Cover Story

IMG_1785

Object of Play
Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played.

Number of Players: Any

Duration of Play: Depends on the number of players, but a maximum of 90 minutes

How to Play
1. Before the meeting, draw out large-scale templates that include the categories shown on the following image. Your template doesn’t need to look exactly like this one; you can be creative with the central image and the layout. Just be sure to keep the categories intact. The number of templates you create depends on the size of the group. At the most, allow four to six people to work on one template together.

2. Explain the object of the game to the players and define each category on the template:
• “Cover” tells the BIG story of their success.
• “Headlines” convey the substance of the cover story.
• “Sidebars” reveal interesting facets of the cover story.
• “Quotes” can be from anyone as long as they’re related to the story.
• “Brainstorm” is for documenting initial ideas for the cover story.
• “Images” are for supporting the content with illustrations.

3. Break the players into groups of four to six and make sure there are markers and one template for each group. Tell the players that to populate the template they can either select a scribe or write and draw on it together.

4. Ask the players to imagine the best-case scenario for their company and to take that scenario one step further. Request that they spend five quiet minutes imagining their own stories before they work together to agree on one. Give the groups 30–45 minutes to generate this “story of the year” and represent it on their template.

5. Reconvene the breakout groups and ask for volunteers to present their visions first. Give each group 5–10 minutes to share what they imagined was written in the story and the supporting elements.

6. Note any common vision themes and areas of agreement. Ask for observations, insights, and concerns about the future state.

Optional activity: Ask two players to role-play an interview based on the content from their “On the Cover” template, as though the magazine sent a reporter to interview an important character in the story.

Strategy
This game is about the wildest dream for the organization—that has already happened! So, when you set up this game as the meeting leader, speak about their “successes” with enthusiasm and in the past tense. Encourage the players to use the past tense in their brainstorming and story creation. And don’t let the group go into analysis mode. This game is not about logic, pragmatism, or parameters. Cover Story is an open-ended, creative-thinking exercise, so tell the players to be wary of any “reality checks” from other players. And as the small groups present their visions to the large group, note and discuss any common themes that arise. These themes—however fantastical—are telling, because commonalities reveal shared hopes and also plant seeds for real possibilities. If this play is part of a longer group process, post these visions around the room so that they serve as reference points for continued ideas and inspiration.

This game is based on The Grove Consultants International’s Leaders Guide to Accompany the Cover Story Vision Graphic Guide® ©1996–2010 The Grove.

Online Cover Story

Cover StoryHere is another image of the Cover Story 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 a set of light bulb icons that you can drag on your online Cover Story to capture your big ideas. We’ve organized this game so that the regions will capture where you’ve placed each of your awesome 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!

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Storyboard



VTS, originally uploaded by dgray_xplane.

Object of Play
This game asks players to envision and describe an ideal future in sequence using words and pictures. Storyboarding as a technique is so versatile that it can be used to show any topic, not just an ideal future. But it is particularly powerful as a visioning exercise since it allows players to imagine and create possibilities. The players tell a story with a happy ending, planting tiny seeds for a different future. You can also use storyboarding to let employees describe their experience on a project, to show approaches to solving a problem, or to orient new employees on policies and procedures—its uses are limited only by the imagination.

Number of Players: 8–20

Duration of Play: 45 minutes to 1.5 hours

How to Play
Before the meeting, determine the topic around which the players will craft their “ideal” story. Once the meeting starts, divide the group into pairs or groups of three or four, depending on the size of the group. Provide markers, pads of flip-chart paper, and stands.

1. Tell the players that the purpose of this game is to tell the other players a feel-good story. The topic of the story is “The Ideal Future for [blank]”—for a team, a product, the company, whatever you decided beforehand. The players’ assignment is to visually describe the topic and narrate it to the group.

2. After the groups are established, give them 20–25 minutes to (1) agree on an ideal state, (2) determine what steps they would take to get there, and (3) draw each step as a sequence of large images or scenes, one per sheet of flip-chart paper.

3. Give the players a two-minute time warning, and once the time is up, bring them back together. Ask for volunteers to tell the story first.

4. After all the groups have presented, ask them what’s inspiring in what they heard. Summarize any recurring themes and ask for observations, insights, and “aha’s” about the stories.

Visualization
Alternative: Have individuals draw their storyboard images on large stickies.

Strategy
As the leader of this game, be sensitive to the fact that many of the meeting participants will freak when you tell them that large-scale drawing is involved. Reassure them that the story is the point of the exercise and that the images play a supporting role. They can use words as captions to clarify the images and they can also select the “artist” within their group so that not everyone has to put marker to paper. (But it’s more fun for those who do.) Finally, remind them that they aren’t allotted sufficient time to create a da Vinci anyway, so stick figures work perfectly well.

For the presentation format, there are various options. Breakout groups can post each sheet of flip-chart paper in a row around the room and walk along the row as they tell the story. They can also leave the flip-chart pad intact and flip the pages over the stand as they narrate. They could choose to hang the sheets in rows and cover them, using one group member to act as a “Vanna White” and create a series of voilà moments. Tell them to have fun with it—they won’t be graded on their stories (although you could make it a contest if it’s that kind of crowd). The process of creating and sharing the stories is what matters.

Walt Disney is credited for this activity. His need to animate Steamboat Willie in 1928 led to the process of storyboarding—a story told in sequence on a wall covered with a special kind of board. He found it to be an effective way to track progress and improve a story.