Posted: June 7th, 2014 | Added by: Dave Gray | Filed under: Uncategorized | No comments »
Looks like Fast Company magazine discovered dot voting. So it’s officially a thing now. Woohoo!
“Simple dot stickers, just like you can buy from any office supply store, are Google Ventures’ preferred voting mechanism used to narrow down a big pile of ideas to a small pile of good ideas. A concept, or several concepts, are taped to the wall, and team members are allowed to stick a dot on the parts they like most. What results isn’t just a design concept covered in stickers; it’s a heat map for the best ideas.”
The dead simple way Google Ventures unlocks great ideas.
Posted: April 22nd, 2014 | Added by: Dave Gray | Filed under: Uncategorized | 2 comments »
Gamestorming Card Deck iPhone app
The Gamestorming Card Deck is drawn from the GoGamestorm.com blog, the companion website to ‘Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers’ by Dave Gray, Sunni Brown, and Dave Macanufo. The cards are frequently updated and will help you learn the fundamentals of visual language, how to illuminate complexities by mapping the big picture and how to use improvisation and games to innovate and solve real problems and help you feel more confident about using visualization in meetings.
The cards in this deck show you not only how to play — with images and instructions on both sides of the cards — but how to organize the games into favorites and ‘agendas’ for your meeting in the form of stacks. The stacks can be played by swiping through each of the cards as you proceed through your meeting or brainstorming session.
Here’s how it works:
After you’ve downloaded the app, click on the app icon to open the app.
You’ll see a deck of cards that you can scroll through, just like you can scroll through apps. Each card represents a game from the Games Wiki. (The app syncs with the wiki, so whenever we add new games to the wiki you can add them to your app by going to the settings menu and clicking “refresh.”). Tap a card to open that card.
You’ll see the large version of the card. If you tap the little dog-ear to the lower right the card will flip over and you can read the instructions for that game on the back of the card.
The instructions are exactly what you would see in the book or on the Games Wiki. You can scroll down to read the whole card.
There’s also a stacks menu, where you can create a stack by adding cards.
Once you have a stack, you can click “edit” to rearrange the games in the stack. Create as many stacks as you want. For example you might create one stack for a brainstorming meeting, one for a company retreat, and another for your weekly status meeting. When it’s time for the meeting just open the stack and you can quickly flip through the games in that stack.
Let the games begin!
Get the app now.
Posted: January 14th, 2014 | Added by: Dave Gray | Filed under: Facilitator resources | No comments »
Check out this Gamestorming cheat sheet by master Gamestormer Brynn Evans.
Posted: January 14th, 2014 | Added by: Dave Gray | Filed under: Facilitator resources | 1 comment »
Check out this excellent Gamestorming design kit created by expert Gamestormer Brynn Evans.
Posted: December 30th, 2013 | Added by: butlerhouse | Filed under: Games for design, Games for fresh thinking and ideas, Games for team-building and alignment | No comments »
“Use a picture. It’s worth a thousand words.” That was the advice of Arthur Brisbane, Editor The Syracuse Post Standard March 28, 1911. Despite originally referring to newsprint, the adage still holds true in the digital age.
“Sketching for understanding” is an efficient and effective way to gather tons of ideas in a short period of time while cultivating shared understanding across agile teams. With the right structure and active participation, sketching with Scrum teams can really pay dividends throughout the release life cycle.
Use the following guide to help plan and facilitate your next agile sketching session. Read the rest of this entry »
Posted: December 5th, 2013 | Added by: Johan Tré | Filed under: Core Games, Games for decision-making, Games for planning, Games for vision and strategy meetings | Tags: benefit, cost, visual collab | No comments »
This game is most probably the most simple collaborative cost benefit analysis ever.
It is applicable onto subjects where a group has expert knowledge about costs and/or benefits.
A group of developers is such an example.
Especially a customer or customer proxy will have interest when it comes to prioritizing work items.
If the list of work items is not existent you can start this exercise by a silent post-up.
All individuals in the group start scribbling down about the work to be done. (one thing/sticky)
After 10 min or so ask the group to hang them on the wall.
Ask the team to group items together by subject in silence. Items causing discussion you ask to park aside.
Explain that the only purpose is having a priority. So under what cluster it’s been put isn’t that important. What is important however, is all know where it’s under.
So on the exact scope (what-fits-best-where) there is no explicit consensus needed. A majority is fine.
* does everybody know the scope of the clusters?
* can the team proportionally estimate the size of the scope? (what is bigger/smaller then what)
Priories on cost
Next, ask the team to sort them top to bottom on cost. (5 minutes of work)
Park the items under discussion aside after all the others are done.
Discussion can only happen when the clustering did not clear things up or caused friction. This could indicate the team isn’t aware of the goal: putting priority.
Next hang the lowest sticky way lower and the highest way higher then the rest of the sorted list.
Like that you’ll have room to position the stickies on a scale.
Write down on the board some marks of the scale. E.g. (see image): 1, 5, 10, 15, 20.
Ask the team to position the other items on the correct place on the scale.
The sorted order must will stay ofcourse, a relative cost will emerge from the scale as they are positionned.
This all takes about 10 min: Sorting 5, scaling 5.
Depending on the position on the scale, write the relative number bottom left on the stickies.
E.g. stickies in the middle: 50%, top 0%, bottom 100%.
This will be your Y-axis coordinate to put your sticky on a 2D cost -benefit graph.
Priories on benefit
Do the same for the benefits with a product owner, customer if preferred.
Sort, relatively scale them, and write the number bottom right.
Putting it all together
Draw the X and Y axis with the top and bottom values from the exercise above: the costs & benefits.
Hang the stickies according to the cost/benefit coordinates noted on them.
The low hanging-fruit and infeasible-expensive items are clearly found now.
Note that the same approach can be done with a Kano diagram or any other kind of 2D graph.
It’s a fun way of clearing things out and prioritizing is done through collaborative support.
Special attention on discussion starters is recommended. They are the time consumers, and can be stopped by guarding and communicating your goal: prioritizing.
Enjoy this game, feedback is mostly appreciated!
Posted: October 8th, 2013 | Added by: Dave Gray | Filed under: Local and regional Gamestorming groups | 2 comments »
Congratulations are due on the launch of a new Gamestorming User Group in France! If you’re nearby, check it out!
Posted: February 26th, 2013 | Added by: Jurgen De Smet | Filed under: Games for closing, Games for decision-making, Games for planning, Gamestorming wiki | No comments »
Object of Play
This game has been designed to help prioritize different ideas or items in a quick and energetic way without getting stuck in endless discussions and avoiding any kind of influencing. It is similar to 20-20 game as it will compare items in pairs.
Number of players: 4 – 50
Duration: 15-45 minutes depending on the group size and items at hand.
How to play
- Organize or facilitate another game to generate items that require prioritization.
- Ask all attendees to put the items at hand in the middle of the group of people, one by one and shortly explaining the item at hand.
- When all items are in the middle of the group let each one of the attendees select their “Top”, “Most Important” item out of the pile and do this one person at the time. If their top item is gone then they could take their second, third… option out of the list, purpose it that everybody has 1 card at hand. (With a small group let them take 2).
- Now instruct the people to mingle amongst each other and find a partner in order to form pairs. Shortly discuss how to spread 7 points amongst the 2 items at hand with the 2 of them and add those points on the back of the card.
- Let the people take each others card and find another partner for a second round of weighting cards with each other.
- Do this 5 times (5 times 7 = 35)!
- Summarize all different weights to a single figure and sort highest number on top and so on…
Note: Even when the group does this a second time with the same items and interest at hand the sorting will be the same but figures might differ a bit.
Getting a group consensus about priorities between different related items is not easy and 35 will give them an easy way to effectively and repeatedly prioritize items according the groups consensus. The technique is build in such a way that people can not cheat the system and influence the outcomes as you compare, weight items related to each other. By constantly changing cards from hands and switching from partners one is can never influence the outcome. A great way to achieve a fast consensus about the priority of the items at hand.
Posted: February 26th, 2013 | Added by: Jurgen De Smet | Filed under: Games for any meeting, Games for opening, Games for problem-solving, Games for update or review meetings, Gamestorming wiki | Tags: allignment, generating insights | No comments »
Object of Play
This game has been designed to gather facts and opinions from the participants on different aspects of the issue at stake. It will help gain and share insight from all points of view, since everyone will have had the chance to contribute.
Number of Players: Up to 50
Duration of Play: 15min to an hour depending on the amount of participants
How to Play
- Prepare 5 up to 10 flip-charts where you address different aspects of the topic at hand. On each flip-chart you address a certain aspect of the issue by posing a powerful question about it, these questions should be impersonal and ask for facts and opinions. Focus on “what”, “when” and “how” questions.
- Spread the flip-charts through the entire room, making sure there is enough distance in between to allow group discussions between participants without disturbing the others too much.
- Quickly introduce the topic at hand and go through the questions of each flip-chart, making sure everybody understands the questions correctly.
- Aks participants to split into pairs, or groups up to 5 people if you have a bigger group. You should have one group per flip-chart/question.
- Ask each group to answer the question by adding their ideas, facts and opinions on the flip-chart either with images, writing or post-it artifacts in a way that it is possible for others to interprete the data presented.
- Give each group 2-3min time to add their information and rotate to the next flip-chart (clock-wise or counter clock-wise)
- Repeat until each group has answered all the questions.
- Give the entire group another 5-10min to review all generated content and move to the next step: prioritization and/or deeper research into some of the ideas generated.
By limiting the time a group has to answer a question you will make them focus on the most important things. The idea is not to gather all information per participant but to gather meaningful information as a group. This gathered information will form the basis for a prioritization and/or deeper research into some of the ideas and opinions.
Posted: February 26th, 2013 | Added by: Jurgen De Smet | Filed under: Games for any meeting, Games for opening, Games for team-building and alignment, Gamestorming wiki | Tags: alignment, shared ownership, trust, working agreements | No comments »
Object of Play
This game has been designed to help set the right culture in a group of people and help build mutual trust. It will empower all participants to act upon the results of this game.
Number of Players: Up to 30
Duration of Play: +/-30min
How to Play
- You write down the words “Meaningful” and “Pleasant” in the middle of a flip-chart or whiteboard.
- You aks everybody in the group to shout out what they believe is necessary to make sure this meeting or workshop will be meaningful and pleasant.
- As participants are providing thoughts and ideas, you record the information given in a mind-map structure.
Note: Preferably by using images instead of words.
- Quickly pass by each of the ideas recorded and make sure everybody has the same understanding of the idea at hand. If necessary adjust the item to avoid misunderstanding. = Values within the group.
- Now go back to the first item addressed and ask the participants how they believe would be a good way to make sure this idea is carried out during the meeting or workshop. Record the items attached to the given value addressed. = Actions.
- End the game with pointing out that this code of conduct that the group just created needs to be upheld by everyone. Every participant has the responsibility to make sure everybody in the group respects this code. = working agreement.
- Optionally: You could ask people if they want to take ownership of one of the actions registered.
Note: Be aware that this may cause a typical human reaction from the others: “It is this persons problem to monitor, not mine anymore”.
Make sure everybody contributes to the making of the mind-map. If you believe the group is not strong or comfortable enough for this, you could substitute the shouting of ideas by letting everyone write down their ideas in silence combined with an affinity map to achieve similar results that can be recorded in the mind-map. It will take some time to create this shared code of conduct but it will help groups of people where there is little to no trust and openness to break through the initial barriers.
code of conduct