Games for emerging make and break patterns. They help you navigate, combine, and interpret the ideas you developed in the diverge phase to enable new ideas to emerge in surprising ways.
Additional ideas can be found in GATHER and in Gamestorming.
Objective: Similar to the Iceberg, The 5 Whys helps move beyond the surface of a problem and discover the root cause. In addressing a problem at its source, a more sustainable solution can be developed.
Numbmer of players: 5-10
How to play:
Encourage players to be honest and to write the first things that come to mind each time they ask themselves “Why,” as opposed to jumping to their perceived root of the problem. Don’t feel that you need to fix the number of “Whys” to 5, if more “Whys” are necessary, keep going.
Objective: Building a checklist forces the group to discuss the order and importance of certain tasks in tackling a topic. This activity can be used to develop an action plan for moving forward in a project.
Number of players: A small team with deep experience in the task at hand
Duration: 1 hour or more, depending on the task
How to play: It is most useful to create the checklist in order of operation, but at times, ranking or prioritizing a list of ideas is more appropriate.
The real progress will be made during the discussion and reflection that stem from the initial brainstorming. This is likely where new ideas will surface and be added to the checklist.
Objective: When developing and communicating a vision for something (not just a new product), a group will benefit from writing their elevator pitch. The pitch must be short enough to deliver in an elevator ride but also contain a description of the problem, how you’re solving it, and a benefit that distinguishes it from other ideas.
Number of players: Can be done individually, or with a small working group
Duration: At least 90 minutes for the entire process. Consider a short break after the initial idea generation is complete.
How to play: This activity includes a generating and a formative phase.
Generating phase. Write the following headers in sequence on flip charts:
These will become the elements of the elevator pitch: For [target customer], who has [customer need], [product name] is a [market category] that [one key benefit]. Unlike [competition], the product [unique differentiator].
Have participants brainstorm ideas for each category on Post-its. Once all ideas are up, discuss any areas of difficulty and then prioritize ideas in each category.
Formative phase. Break the group into small groups, pairs, or individuals and give them 15 minutes to write the elevator pitch. Each group presents and the activity is complete when there is a strong consensus on what the pitch should and should not contain.
Objective: This game is designed to evaluate the forces that affect change in an organization and ultimately see surrounding system to steer the change in the direction you want to move.
Number of players: 5-30
Duration of play: 30 minutes to 1.5 hours
How to play:
If you want to take the evaluation further, have participants identify meta-categories that are a level higher -- politics, economics, company culture, etc. Meta-categories can help identify where the bulk of the evaluation needs to be focused.
Objective: The iceberg will help participants start thinking on a whole systems level. Only 10% of an iceberg is visible from the surface while the remaining 90% lies below the waterline. Translate this idea to the topic of the meeting, the problem you’re addressing is the 10%, to get to the underlying causes, you must dig down to the 90% that isn’t tangible: the patterns, structures, and mental models that manifest themselves in the visible problem.
How to play: Draw the iceberg on a flip chart and have your participants populate the chart with Post-its containing ideas and observations about the problem in question.
For maximum impact, look for leverage points at the levels of structures and mental models. This is where action will cause a systemic impact.
This a summary of the Reos tool, the complete version is attached.
Objective: To create a three-dimensional model of a desired future state.
Number of players: 8-20
Duration of play: 45 minutes to 1.5 hours
How to play:
Objective: Constricting participants to view the problem from a limited frame of context, and often an unfamiliar frame of context, will ultimately lead to creative solutions.
How to play:
Objective: Scenario planning has its roots in military intelligence and gained popularity in the 70’s as Royal Dutch Shell attributed it’s ability to bounce back from oil price hikes to scenario planning.
Scenarios help organizations understand how the world might appear decades ahead. This allows improved awareness around issues that could become increasingly important to society, thinking through best case and worst case scenarios. Through scenario planning, organizations may find it easier to recognize impending disruptions in their operating environment, such as political changes or recessions, and increase resilience to sudden changes caused by unexpected events and crises.
How to play: This is a high-level overview of the steps. I suggest reading the article found here for more detail. And you can read through a full history and explanation of steps on wikipedia.
Objective: This is a long-standing technique of examining what participants have going for them, and what they could improve upon, in respect to a desired end state. SWOT analysis provides an opportunity to gauge approaching opportunities and dangers, and assess the seriousness of the conditions that will affect the future.
Number of players: 5-20
Duration: 1-2 hours
How to play:
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