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The Low Tech Social Network – an amazing experience

At the recent Design Jam Oxford I was introduced to the Gamestorming book and have been pretty much obsessed with it ever since. Given the slightest opportunity I have been putting its ideas to use and one fantastic success was at a recent event in Nottingham in the UK.

We are a group of artists called Livescribes and we have only just launched ourselves into the world of Visual Thinking, Graphic Recording and Graphic Facilitation. When you begin a new venture – I quit my regular 9-5 web job to do this – you never quite know what might happen. The first event we were due to attend as Livescribes was called ‘Show Off’ at Antenna in Nottingham.

Antenna is a studio and office space for creatives based in and around Nottingham. We decided one thing we wanted to do to show the people there we do things differently was to instigate the ‘Low Tech Social Network’ straight out of the Gamestorming playbook (page 105). We would ask people to take a Post-It, draw themselves, write two things about themselves on it and ‘upload’ themselves to our piece of paper.

The event had businesses associated with Antenna as well as visitors all with stands showing their wares in a large, and very nice, bar area which forms the main networking spot within the building (it does coffee and beer). We unfurled a giant piece of paper and masking taped it to a large wall on a slightly raised area in the bar area. And after politely negotiating with some hairdressers to move their stand so we could be seen awaited the first arrivals.

As it was the hairdressers next to us became our first additions to the social network. We even drew a cartoon of them cutting hair. They went from a bit put out at moving to our new friends. Already the power of the social network was having an effect. We got everyone we could to ‘upload’ themselves and draw connections to other people. You can have a look at the final result on our site here (I have used the cloud zoom JQUERY plugin to create that effect incase you’re interested).

We managed to collar nearly everyone who walked into the room over the course of the day. Not only is this an excellent ice breaker its a fantastic way to get talking to potential clients at an event like this. Once the penny dropped that we were not trying to get their credit card details for some ‘New Facebook’ people smiled, grabbed a sharpie and connected. And once the network had grown into a significantly large collective artwork it became one of the main draws of the event.

My favourite moment was when I accosted a thin slightly stressed individual who was inspecting the work. After giving him the spiel and placing a Post-It and pen in his hand he got to it. Although one odd thing that struck me was, as I was speaking, he looked over my shoulder and made that sort of ‘no it’s ok’ hand gesture to someone. As the gentleman uploaded I noticed he wrote ‘politician’ on his Post-It, I looked around to see a coterie of sharp suited business delegates and political types holding clip boards and a few photographers all looking at us. It turned out I had button holed the head of Nottingham City Council. When he asked me how he should cut £20m from the city budget I immediately thought of the ‘Anti Problem’ Gamestorming session and was about to suggest we figured out how to spend £20m and then not do that – but he was whisked away by his army of followers before I could get him to a flip chart.

My tips are for this are: it’s a highly effective ice breaker, a great way to get talking to people and it can run all day. Get a massive bit of paper to do it if you can, people like the tactile nature of it. And over the course of the day we only met one person who didn’t want to do it, so we drew one for him. I wonder if you can guess who…

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Low-Tech Social Network

Meshforum 2006

Object of Play

The object of this game is to introduce event participants to each other by co-creating a mural-sized, visual network of their connections.

Number of Players

Large groups in an event setting

Duration of Play

25 minutes to create the first version of the network; the network remains up for the duration of the event, and may be added to, changed, or studied throughout.

How to Play

To set up the game, all participants will need a 5×8 index card and access to markers or something similar to draw their avatar. They will also need a substantial wall covered in butcher paper to create the actual network.

1. An emcee or leader for the event gives the participants clear instructions: “As a group, we are going to build the social network that is in the room right now. We’re going to use this wall to do it. But first, we need to create the most fundamental elements of the network: who you are. Start by taking your card and drawing your avatar (profile picture) that you’ll be uploading to the network. Save room on the bottom of the card for your name.”

2. Create the avatars. After a short period of time (and probably some laughter and apologies for drawing ability), the participants should have their avatars and names created. At this point, the emcee may add a variation, which is to ask the group to also write two words on the card that “tag” who they are or what they’re interested in at the event.

3. Make the connections. Next, the emcee directs participants to stand up and bring their cards and a marker to the butcher paper wall, then “upload” themselves by sticking their card to the wall.

4. The next task is simple: find the people you know and draw lines to make the connections.  Label the lines if you can: “friends with” or “went to school with” or “went mountain climbing with.” This continues for a time and is likely to result in previously undiscovered links and new friends.

Strategy

The initial network creation will be somewhat chaotic and messy, resulting in a mural that has a lot of spaghetti lines. Over the course of the event, participants may browse the network. Encourage this, and see what new connections are made.

The source of Low-Tech Social Network is unknown.

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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.

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Lo-Tech Social_Network…Explored

Inspired by GameStorming and looking for a new content piece for a 2 day workshop I was facilitating I decided to facilitate Lo-Tech Social_Network.

And for some reason I called it Social-Network-UN_Plugged…so both are used interchangeably. Why?  Because I forgot the name when I introduced the activity.

Below is a write-up created with Lo-Teach Social_Network in mind and I am calling

Social-Network Un_Plugged 

Purpose

  • Team process of creating connections.
  • Getting to know others while finding similarities and developing common strengths.
  • Visual Representation of known and un-known connections, dependencies, and accountabilities within teams

Materials:

  • Flip Chart Paper or Large Roll of paper
  • Post-its (multi-colored preferably)
  • Markers or pens (the more colors the better!)

Group Size:

  • Can be accomplished with groups of 3 – 1000’s
  • For smaller groups use flip chart paper, for larger groups you are going to need a MUCH larger space and sufficient amounts of paper.

team building & leadership www.create-learning.com

Objective:

Social-Network-Un-Plugged is effective with groups of people who know each other well as well as those who do not know each other well.

The objective is to find connections, then to continue to explore how people in the team are connected. By graphically illustrating connections people begin to feel and understand that the similarities and accountabilities are more alike than they at first thought.

Preparation:

Prior to beginning this activity with small teams; ensure that you have at least one sheet of flip chat paper/per team of 10 or less.

For team of 10 or greater I recommend using another sheet of flip chart paper for every 10 people.

If the group is large for example 100+ there are 2 variations;

1. Break the group into teams of 10 people and each team sits with their own piece of flip chart paper. Teams can be Heterogeneous (do not know each other) or Homogenous (know each-other well) the facilitator and decision maker determines this based upon the program objectives.clip_image006

2. The team stays one large organizational group and a large roll of paper is rolled across an available wall. With this variation everyone is finding connections with everyone else.

Additionally you will need at least one Post-it per/person and each person will need a marker, or something to write with.

Instructions and Facilitator Script:

Hand out the flip chart paper and ensure that everyone has a post-it and a marker or pen.

If using the large group method have the paper secured to a wall.

Below is how I generally explain the initiative;

clip_image008“Within this room today we all share connections, connections of managerial authority, accountabilities, backgrounds, futures, trainings, families, hobbies, etc…

It is vital that these connections grow and we see that the similarities are greater than the differences. Once we explore how similar and inter-connected we all are then we can grow and develop solutions to enhance what we are doing.

Please in the top portion on your post-it write your name, below that you are going to draw a picture of your face. Below your picture write two ‘tags’ about yourself (one word skills you possess, sometime I have them write where they were born and if they work together number of years with the agency.)

clip_image010Great now place you post-its randomly on the paper. Using the markers draw lines connecting you, to other people. Label these lines what the connection is. For example one line may connect 2 people who were hired together, another may connect people who worked in the same office, and another may connect people who like to eat chocolate ice-cream. The connections do not and should not be all work related, look for hobbies, personal preferences, vacation spots, sports teams, etc…”

 

Allow 20-30 minutes depending upon how interactive the groups are being, with larger groups you will have to allow more time. Some people walk away and come back; it is alright if everyone is not into the activity. Once the action has calmed down lead the group in some processing and reflection.

Processing & Reflection:

Here are some ideas;

Active Processing;

Ask each person to find their post-it and count the amount of connections that off-shoot their name.

Once they find their post-it and count connections ask people to read the connections and reflect on how the connections were;

  • formed
  • broken
  • strengthened
  • changed

Following the personal reflection ask the people to forms groups of 2-3. Ask each person to share one connection for each of the following terms above (formed, broken, strengthened, changed) with the group.

clip_image012

Possible questions for the group;

What was your initial reaction to the challenge?

How many connections were formed?

What surprised you about the connections?

In what ways did you form connections?

Who are you connected with that you did not know you shared that connection?

What can we learn from this?

How can these ideas be brought to the office, home, community, classroom?

Reference:

Original idea from the book; GameStorming: A Playbook for Innovators, Rulebreakers, and Changemakers: Lo Tech Social Network game; p. 105

And reminded of the excellence of this activity from the GameStorming Blog 

 

michael cardus is create-learning

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Lo Tech Social Network at TEDx Austin

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.

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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.