Posted on 2 Comments

5 Best Practices for Presentations

I had a surprise client turn into a favorite client recently, namely ViaTech Global Publishing. Kurt Heusner, the CMO, tracked me down like many of my clients – through the semantic web – and together we planned a really successful session for 75 of their top team members. I met with Kurt before Gamestorming was published and, because our planning continued after the book was released, we had the opportunity to design the 2.5-day meeting specifically around the participatory work in the book. We used techniques like The 5 Whys, The Blind Side, and Empathy Mapping and I gave the group a short talk on Best Practices for Presentations (you can click on the image above to see the five practices I chose). At the end of the retreat each team gave a storyboarded presentation as a sales pitch for ViaTech and the visual thinking the group did the two days prior was intensive. Kurt and I both got fantastic feedback from the employees (the visual and participatory work was, for me, almost magical to witness) and everyone got a copy of Gamestorming. I’m telling you, folks, if you really do want problem-solving and innovation to occur, you’ll do no harm to dive into visual thinking meeting techniques. They give you, as I’ve witnessed dozens and dozens of times, productivity on steroids. See David Sibbet’s recent book, Visual Meetings, for more proof positive. Until next time, game on.

Posted on 1 Comment

TEDx Austin – Lo Tech Social Network (p. 105 of Gamestorming)

As many of you know, TEDx events have sprung up all over the world. Planning the bigger events takes a lot of time and effort from volunteers who are serious about “ideas worth spreading.” I’m one of those volunteers, having been on the production team for TEDx Austin since its inception. The team was very supportive of our book, Gamestorming, when it was released and we used the next group meeting as an opportunity to demonstrate the value of the visual-thinking activities within. What you see above is an artifact from a recent meeting with some of the best design, marketing and UX firms in Austin. It was a creative brainstorm designed to put the “hive mind” together to see how we can make the 2011 event better and bolder than last year’s (which was very well done, in large part to Nancy Giordano‘s solid mind and infectious enthusiasm). I’d love to be able to show the other visual artifacts from the meeting, alas, that content is intended to be a surprise for the audience.

Some tips for running the Lo Tech Social Network game (on p. 105 of the book): This game is an opener and it really contributes to warming up groups that otherwise may be slow to wake up or timid about contributing, particularly if they’re in a group of their professional peers. (Note: If the people are strangers who have never heard of each other, this game won’t work. At least 1/2 of the participants need to have some knowledge of the others.) Position your white space by a food-and-drink area so the participants can loiter and make connections while they (sometimes awkwardly) stand around before the meeting begins. You can have written instructions on a flip chart next to the space they’re playing in, but it’s also good to have a visual example already in the white space (at least two sticky notes connected by a line that says how the people are connected) and you’ll find that people deduce what to do. And of course you can have a facilitator placed near the area to give people the rules of the game and supply them with markers and sticky notes. Lo Tech Social Network gets fun fast and it alleviates the desire to run the old “My-name-is _______ and-one-thing-people-don’t-know-about-me-is _______” snoozer. This is a faster way to accomplish the same goal and to actually show how small the world can be. And if you want to make the game less formal, start off the visual example by writing a comment like, “we have the same taste in women” or “we went to the same nudist colony.” If you’ve got a tight-knit group already, let them be goofy. It makes it a funnier experience.

Posted on 2 Comments

Origins of Games

Gamestorming makes vivid for me the culture in which I wish to live.  It’s a culture which meets us where we are, which encourages us to stretch and grow, just a bit at a time, with every game we play.  Each game has an object of play, and so we can feel safe that we know why we’re playing it.  We can play games that are tried and true, we can adapt them and combine them, and we can create entirely new games, as needed.

In my own words, it’s a culture of the poor-in-spirit who want to take many small leaps of faith (as in I’d like to check this out) rather than just one big one (as in Trust me!)  Gamestorming makes real my belief that every way of figuring things out can be shared as a game.  I’d love to know, apply and share a directory of these many ways in math, science, engineering, medicine, finance, law, ethics, philosophy, theater, art, music, architecture, agriculture, homemaking and many other fields. Happily, Gamestorming is an inviting community, and for me, a logical place from which to reach out to other practices and appreciate them.

And so I learned of Dave Snowden and the Cognitive Edge research network focused on sensemaking.  They develop and share a set of methods, some of which, like Ritual Dissent, are very much games in the Gamestorming sense.  I believe that others, like the Cynefin framework, make for advanced games, which take some time to learn. I engaged Dave by way of Twitter. He tweeted: Give me a reference to gamestorming and I will happily take a look.  The best summary that I could find was the Amazon review, which reproduces the back cover.  So I thought a good project would be to create a Wikipedia article on Gamestorming.

Wikipedia’s guidelines for inclusion don’t allow articles to be created for neologisms.  A subject most be notable.  So I included academic references to Gamestorming, such as Jon H.Pittman’s syllabus for Design as Competitive Strategy, Christa Avampato’s use of Gamestorming in her social media marketing class and Franc Ponti’s talk on Trends in innovation for restless people. I submitted my article for review by Wikipedia editors.  Within an hour or so, they put it up: the Gamestorming article.

I include below the references to the origins of the many games.  The Wikipedia editors took them out of the article.  That’s unfortunate because the Gamestorming authors took care to credit the people who created, popularized or inspired the games.  Some of the games have roots way back:

Since the 1970s, notably in Silicon Valley, new games are contributing to a culture of facilitating creativity:

  • 4 Cs is based on a game by Matthew Richter in the March 2004 publication of Thiagi GameLetter.
  • Anti-Problem is based on Reverse It from Donna Spencer’s design games website, http://www.designgames.com.au
  • Brainwriting is credited to Michael Michailko’s Thinkertoys and also Horst Geschke and associates at the Batelle Institute in Frankfurt, Germany, and also related to 6-3-5 Brainwriting developed by Bernd Rohrbach.
  • Bodystorming was coined by Colin Burns at CHI’94 in Boston, Massachusetts. See: Bodystorming.
  • Business Model Canvas was designed by Alexander Osterwalder and Yves Pigneur, and featured in their book, Business Model Generation.
  • Campfire was inspired by Tell Me A Story: Narrative and Intelligence (Rethinking Theory) by Roger Schank and Gary Saul Morson.
  • Customer, Employee, Shareholder is based on the Stakeholder Framework developed by Max Clarkson in A Stakeholder Framework for Analyzing and Evaluating Corporate Social Performance in the Academy of Management Review (1995).
  • Design the Box is attributed, independently, to Luke Hohmann, Jim Highsmith and Bill Schackelford.
  • Context map, Cover Story, History Map, Visual Agenda and The Graphic Gameplan are credited to The Grove Consultants International.
  • Fishbowl is based on ideas from Facilitator’s Guide to Participatory Decision-Making by Sam Kaner et al.
  • Force Field Analysis is based on Kurt Lewin’s framework Force Field Analysis.
  • Graphic Jam is inspired by Leslie Salmon-Zhu of International Forum for Visual Practitioners.
  • Help Me Understand is adapted from Facilitator’s Guide to Participatory Decision Making by Sam Kaner and inspired by Five W’s and H in Techniques of Structured Problem Solving, Second Edition by A.B.VanGundy, Jr.
  • Heuristic Ideation Technology is documented by Edward Tauber in his 1972 paper HIT:Heuristic Ideation Technique, A Systematic Procedure for New Product Search.
  • Image-ination is based on Picture This! adapted from the Visual Icebreaker Kit.
  • Make a World is inspired by Ed Emberley’s book.
  • Open Space was invented by Harrison Owen, author of Open Space Technology: A User’s Guide. See: Open Space.
  • Pecha Kucha / Ignite, first held in Tokyo in 2003, was devised by Astrid Klein and Mark Dytham of Klein Dytham architecture. See: Pecha Kucha.
  • Post-Up is based on exercises in Rapid Problem-Solving with Post-it Notes by David Straker.
  • The Pitch and Value Map are by Sarah Rink.
  • Red:Green Cards are by Jerry Michalski.
  • Speedboat, 20/20 Vision and Prune the Future are based on Luke Hohmann’s innovation games in his book Innovation Games: Creating Breakthrough Products Through Collaborative Play.
  • Talking Chips was inspired by the email program Attent by Byron Reeves.
  • Wizard of Oz was pioneered in the 1970’s in the development of the airport kiosk and IBM’s listening typewriter.
  • The World Cafe as practiced at The World Cafe.
  • Dave Gray, Sunni Brown and especially, James Macanufo contributed many new games to the Gamestorming book.

Please, let’s remember all who have created games. They are our points of departure for Gamestorming as a culture.

Posted on

Gamestorming Cheat Sheet

The Gamestorming book lists more than 80 games.  I share a visual cheat sheet that I made in my own exploration of how the games fit together.

You can say, I made a game of it.  First, at my Self Learners wiki, I listed out the games, with links to the Gamestorming wiki, and for each game, I noted the object of play, as highlighted in the book.  Encouraged by Dave Gray on Twitter, I pushed on to see how they might fit together.  I empathized with each game’s purpose and grouped together different games that sought the same goal.  I used the Dia diagram editor to make an Affinity Map that related the groups.  At first, I just laid them down, from opening games to closing games, from left to right, laying together groups that felt related.  I printed out the diagram, took a Break for lunch, and over quesadillas I made sense of my feelings and thought through a theory.  This, for me, is the Eureka! part, which draws on the years of Gamestormers’ experience by which the games are real, tried and true.  I noticed that some games seem more social, touchy-feely, but others seem more technical, fleshing out systems.  (A distinction that reminds me of the Fishbowl).  They seem to represent implicit vs. explicit knowledge.  They also seem to work-in-parallel in a sequence of stages.  Here’s the initial diagram, which I then reorganized:

Initial Draft of Gamestorming Cheat Sheet by Andrius Kulikauskas

I see a process of transforming an existing solution into a new solution: Consent -> Care -> Understand -> Transform -> Innovate -> Validate -> Commit. I think that the climax is when we shift to a new perspective, for example, when we shift from features to benefit, from our answers to our audience’s questions, from our processes to our activities’ significance to others, from what we want to say to what we want others to hear. Once we’ve made this shift, then we’ll find an incremental way to innovate, we’ll vet that and commit to it. But to prepare for that shift, we have to sift through the details and understand what we’re involved in; and to do that wholeheartedly, we have to orient ourselves around our dreams and our concern for each other; and that depends on our voluntary participation. I imagine that this horizontal movement takes place at many scales, fractally, from the smallest tasks to the largest missions, and certain steps may be skipped over, or rushed over, especially for smaller projects. I’ve also arrayed the games vertically, along a spectrum, as to whether they help us make progress explicitly, fleshing out structures of knowledge, or make progress implicitly, building consensus around how we feel. I think if we pursue both, then our group’s commitment is both intellectual and emotional. I conclude that I myself, in working with others, should focus more on the emotional side.  (Click for the large image).

Cheat Sheet for Gamestorming by Andrius Kulikauskas

Oh! because I’m showing this to visual thinkers, I realized (peer-pressure!) that they’ll be disappointed if I keep it abstract.  I got out my oil pastel crayons to draw, as in the Visual Glossary game.  Drawing helped me focus on the main point, explicit vs. implicit.  I suppose that I drew a wave to represent the depths of the unconscious, and forward motion, and to leave a lot of open space for the diagram.  Then I remembered my first large painting, a muse for the fifth day of creation, (she’s Jesus), cutting paths with scissors for the birds in the sky and the fish in the sea.  That pushed me to explain birds fly high to see the big picture and fish swim deep to win consensus.  That clicked with some people, and got me thinking further, in that I keep wondering what’s relevant to God (Stakeholder Analysis), that we can think of one God beyond us, like the bird, but also God within each of us, as with the school of fish.  I’m thinking that each game takes a little leap of faith and each lets us dialogue with God in a particular way.  Here’s a sketch of my theory, more broadly, in terms of ways of figuring things out. (Welcome to My World!)

Muse of 5th Day of Creation by Andrius Kulikauskas at Uzupio Galera, Republic of Uzupis

Posted on 1 Comment

Gamestormin’ for the Unions in D.C.

Sunni B. refreshed her union history during the latest Gamestorming session right down the street from the White House. Working with Union Privilege, a program of the AFL-CIO, together she used visual thinking and game techniques to devise their master plan for shifting from good to great. She invented a new game that actually isn’t in Gamestorming the book because she was inspired by Simon Sinek’s Start with Why (and because she finds it difficult to refrain from inventing new games to play.) She named the first game “The Golden Circle” based on Simon’s content, and then used a CIA technique called “The Phoenix Checklist” to get the group’s mental muscles working. She followed those activities up with S.C.A.M.P.E.R. and Empathy Mapping – one group drew a picture of the Executive Director which was hilarious – and finished early because the group worked so hard. Dare we ask if it may not really be “sundown on the unions?” This one had big plans for the future and storming the games helped them carve the path.

Posted on 1 Comment

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.

Posted on

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.