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Circles and Soup

Object of Play
The goal of game, introduced by Diana Larsen, is to efficiently form high-quality plans through retrospective analysis by recognizing factors that are within the team’s control.  During retrospective activities, it is easy to hit a wall of unproductive blame. The moment the group reaches this barrier, “someone shoulds” and “if only you coulds” bounce around the room, knocking out any practical ideas for future advancement. Before determining what you can improve, you must first be clear on the dimensions you are able to regulate and what you need to adapt to. By identifying factors your team can control, influence, or cannot change, you can collectively discover how to respond to and overcome various situations.

Number of Players
5 – 8

Duration of play
1 hour

How to play
1. Before your meeting, collect sticky notes or 3×5 notecards. In a white space (a poster, whiteboard, etc.), draw three concentric circles, leaving enough room between each one to place the notes. Each circle represents a different element:

  • Inner circle: “Team Controls” – what your team can directly manage
  • Middle circle: “Team Influences” –persuasive actions that your team can take to move ahead
  • Outer circle: “The Soup” – elements that cannot be changed. This term — explained further by James Shore – refers to the environment we work in and have adapted to. Ideas from the other 2 circles can identify ways to respond to the barriers floating in our “soup.”

2. Hand out the sticky notes to your internal team members and describe the significance of each circle.

3. Allow time for each person to write their ideas on sticky notes. Once finished, ask them to post their notes into the respective circles.

4. As a group, collaborate to identify how each idea can be used to improve your project. Ask team members to expand on their ideas in order to further develop potential plans.

Strategy
In earlier stages of your retrospection, it is best to concentrate on “Team Controls.” This allows you to identify immediate actions that can be taken. As you see what works, you can alter potential plans and respond to any restraints.

A neutral facilitator is recommended to keep the activity from becoming too emotional. Evaluating negative aspects of your project is a sensitive but necessary exercise, and can leave people feeling upset or hopeless. Avoid any discussions about blaming people or wishing something would happen. This frame of mind places the control out of the team’s hands, both halting all forward motion and creating a negative environment. Keep the atmosphere fun and enjoyable so people will feel comfortable sharing their ideas.

Online Circles and Soup

You can instantly play the Circles and Soup online with as many members as you would like! Clicking on this image will start an “instant play” game at innovationgames.com.

As facilitator, email the game link to your staff to invite them to play. In the game, this picture is used as the “game board,” and you will find an icon of blue squares at the upper left corner. Each square represents an idea, which players describe and drag onto the respective circle.  As with the in-person version of the game, the game board is organized into three concentric circles, representing “Team Controls,” “Team Influences,” and “The Soup.”

Players can edit the placement and description of each square, which everyone can view in real time. Use the integrated chat facility and communicate with your players throughout the game to get a better understanding of each move.

Key Points
Negative self-evaluating activities often end up emotional and unproductive. Take advantage of this game’s visual organization and extensive collaboration to avoid the blame and hopelessness that cover up ideas for future improvement. By identifying factors your team can control, influence, or cannot change, you can collectively discover how to respond to and overcome various situations. Play Circles and Soup to determine what you can do to avoid barriers and gain insight on what actions will most effectively enhance your project.

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For the Gamestormers: A Gameboarding Template

For many budding Gamestormers, one of the trickiest challenges isn’t in running the games, but in sequencing them to get to a specific outcome for a meeting. This template should help you think through the process of organizing games to evaluate where a certain game path may take you. It’s called Gameboarding because it’s akin to Storyboarding – shuffling and reordering content until it creates a meaningful arc. Keep in mind that a good meeting is organized around a meta-structure of opening, exploring and closing, and also involves an awareness of the micro-structure of that same process embedded within each game. Ideally your session will be designed around this (often referred to as diverging, navigating and converging), while driving toward your primary meeting goal.

Click below for the PDF. Gameboarding Template

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Understanding Chain

Object of Play

Communicating clearly and effectively is a challenge when there is a lot to say to a lot of people.  It can be tempting to try to explain “everything all at once” to an audience and fail in the process.  In the Understanding Chain game, a group shifts from a content focus to an audience focus, and draws out a meaningful, linear structure for communication.

Number of Players

1–10

Duration of Play

30 minutes to 2 hours

How to Play

To set up the game, the group needs to develop two things: an audience breakdown and a set of questions.

The audience(s):  If there are a large number of audiences, break them down into meaningful groups.  The groups could be as broad as “Corporate leaders” or as specific as “The guys in IT who fix the laptops.”  As a rule of thumb, the more specific the audience, the more tailored and effective the understanding chain will be.  Each audience group will need its own understanding chain. This list of audiences could be created as a result of a Who Do exercise (see Chapter 4).

The questions: Once the group has a clear picture of their audience, it’s time to brainstorm questions. The questions frame what people really want to know and care about. Questions are best captured in the voice or thoughts of the audience, as they would ask them. They may sound like:

  • “What’s cool about this? Why should I care?”
  • “How is this related to x, y, or z?”
  • “What makes this a priority?”

Or, they may be more specific:

  • “When does your technology road map converge with ours?”
  • “How will it impact our product portfolio?”

The questions will become the links in the understanding chain.  To generate them, the group puts itself in the mindset of the audience and captures the questions on individual sticky notes (see the Post-Up game in Chapter 4 for more information).

Play begins by sorting the questions in a horizontal line on a wall or whiteboard.  This is the timeline of a communication, from beginning to end. The group may choose to:

Arrange the questions in a simple story format.  In this understanding chain, the group clusters questions under three headings, from left to right:

  • Situation, which sets the stage, introduces a topic and a conflict
  • Complication, in which further conflict is endured and decisions are made
  • Resolution, in which a course of action is chosen which leads to a result.

By constructing the understanding chain as a story, the group may find the “climax”—the most critical question that leads to the resolution.

Arrange the questions in an educate-differentiate-stimulate format.  In this chain, the group arranges the questions from left to right, moving from:

  • Educate, in which a topic or idea and its parts are introduced
  • Differentiate, in which parts of the topic are contrasted to create a basis of understanding
  • Stimulate, in which actions are asked for or proposed.

Arrange the questions as a conversation. In this chain, the group thinks through or role-plays a conversation with the audience and arranges the questions in an order that flows naturally. Although all conversations are different, one framework to consider is:

  • Connecting:  “What’s up?”  “What do we have in common?”
  • Focusing:  “What’s important right now?” “What do you know about it?”
  • Acting:  “What should we do?”

Strategy

An understanding chain, like any chain, is only as strong as its weakest link. By examining the questions as a whole, the group may uncover an area that needs work or find the “tough questions” that are not easy to answer.  A group that tackles the weak questions, and has the courage to answer the tough ones directly and honestly, will win.

The Understanding Chain game was developed by Dave Gray as part of XPLANE’s consulting approach.

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Staple Yourself To Something

Object of Play

The goal of this game is to explore or clarify a process by following an object through its flow. Through this exercise, a group will create a memorable, visual story of their core process. After it is completed, this artifact can be used to identify opportunities to improve or educate others involved in the process. The notion of “stapling yourself to an order” comes from process improvement, but can be useful in a variety of scenarios. A group with no documented process, or an overly complex one, will benefit from the exercise.  If the process is taking too long, or if no one seems to know how the work gets done, it’s time to staple yourself to something and see where it goes.

Number of Players

2–10

Duration of Play

1–2 hours

How to Play

  1. The group must have an idea of what their object is, the “bouncing ball” that they will follow through the process.  It’s best to decide on this in advance.  Some example objects could be a product, a trouble ticket, or an idea.  A familiar example of this type of flow is “How a bill becomes a law.”
  2. Introduce the exercise by drawing the object.  The goal is to focus on telling the story of this one object from point A to point B.  Write these commonly understood starting and ending points on the wall.
  3. Ask participants to brainstorm a list of the big steps in the process and record them on the wall.  If needed, ask them to prioritize them into a desired and workable number of steps.  For a high-level story, look to capture seven steps.
  4. Before you start to follow the object, work out with the group the vital information you are looking to capture in the story.  Ask:  in each step of the process, what do we need to know?  This may be the people involved, the action they’re taking, or the amount of time a step takes.
  5. Now it’s time to draw.  The group will tell the story of the object as it moves from step to step.  As much as possible, capture the information visually, as though you were taking a picture of what they are describing.  Some useful tools here include stick figures, arrows, and quality questions.  Questions that produce an active voice in the answer, as in “Who does what here?” will be more concrete and visual. Other good questions include “What’s next?” and “What’s important?”
  6. Be aware that the story will want to branch, loop, and link to other processes, like a river trying to break its banks.  Your job is to navigate the flow with the group and keep things moving toward the end.

Strategy

Use the object as a focusing device.  Any activity that is not directly related to the forward motion of the object can be noted and then tied off.

If possible, add a ticking clock to the story to help pace the flow.  If the object needs to get to the end by a certain time, use this to your advantage by introducing it up front and referencing it as needed to keep up the momentum and interest of the story.

One trap to be aware of is that participants may move between the way things are and the way they want them to be.  Be clear with the group about what state in time—today or the desired future—you are capturing.

Does the process have an owner? If someone is responsible for the process, you can use this person’s expertise, but be cautious not to let her tell the entire story. This can be a learning experience for her as well, if she listens to the participants describe “their version” of the story.

There are many ways of conducting a “day in the life” type of visualization. This version of the game is credited to James Macanufo.

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Post The Path

Object of Play

The object of this game is to quickly diagnose a group’s level of understanding of the steps in a process.

Often, there is a sense of confusion about who does what and when. The team is using different terms to describe their process. The group has no documented process. Things seem to be happening in an ad hoc fashion, invisibly, or by chance.

Through this exercise, the group will define an existing process at a high level and uncover areas of confusion or misunderstanding. In most cases, this can flow naturally into a discussion of what to do about those unclear areas. This exercise will not generally result in a new or better process but rather a better understanding of the current one.

Number of Players

2–10

Duration of Play

30 minutes to 1 hour

How to Play

Introduce the exercise by framing the objective: “This is a group activity, where we will create a picture of how we create [x].” X in this case is the output of the process; it maybe a document, a product, an agreement, or the like.  Write or draw the output of the process on the wall.

Establish a common starting point of the process with the group. This could sound like “the beginning of the day” or “the start of a quarter” or “after we finished the last one.”  This is the trigger or triggers that kick off the process. If you believe the group will have a hard time with this simple step, decide it for them in advance and present it as a best guess. Write this step on a sticky note, put it on the wall, and then proceed with the exercise.

  1. Instruct participants to think about the process from beginning to end. Then give them the task: write down the steps in the process. They can use as many notes as they like, but each step must be a separate note.
  2. After the participants have brainstormed their version of the steps, ask them to come up to the wall and post them to compare.  The group should place their steps above and below one another’s so that they can compare their versions of steps 1, 2, and so on.
  3. Prompt the group to find points of agreement and confusion. Look for terminology problems, where participants may be using different words to describe the same step.  Points of confusion may surface where “something magical happens” or no one is really clear on a step.

Strategy

The group will draw their own conclusions about what the different versions of the process mean and what they can or should do about it.

For a larger group, you may want to avoid individual readouts and instead have people post up simultaneously.

If you sense in advance that the group will get caught up in the details, ask them to produce a limited number of steps—try 10.

The Post the Path game is credited to James Macanufo.

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Pain-Gain Map

Object of Play

The object of this game is to develop an understanding of motivations and decisions.

Number of Players

3–10

Duration of Play

10–15 minutes

How to Play

Many decisions often boil down to one’s basic choices between benefit and harm.  By capturing these specifics for a key person, your group may uncover the most relevant points to bring up in presenting or influencing the key person’s decision. This key person may be the ultimate user of a product or may be the leader of an organization whose approval is sought.  Start by writing the key person’s name or creating a quick sketch of him on a wall.  Ask about this person’s pains first by prompting the group to step inside his mind and think and feel as he does. You can then discover which oil is best for him to achieve the maximum pain relief, say the experts at HMHB.org in their guide. Capture the answers on one side of the person:

  • What does a bad day look like for him?
  • What is he afraid of?
  • What keeps him awake at night?
  • What is he responsible for?
  • What obstacles stand in his way?

A persona’s gains can be the inversion of the pain situation—or can go beyond. Capture these on the opposite side by asking:

  • What does this person want and aspire to?
  • How does he measure success?
  • Given the subject at hand, how could this person benefit?
  • What can we offer this person?

Strategy

Summarize and prioritize the top pains and gains from the exercise. Use them when developing presentations, value propositions, or any other instance where you are trying to influence a decision.

The Pain-Gain Map game is credited to Dave Gray.

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Virtuous Cycle

Object of Play

The goal of this game is to discover opportunities to transform an existing, linear process into a more valuable and growing process by taking a different viewpoint. This is useful in examining processes that are deemed “worth repeating,” such as the customer experience.

It might be a good time to play through this exercise if the current process is transactional,compartmentalized, or wasteful. Other indications are a group that is “navel gazing” and focused primarily on its internal process, or when there is a sense that after the process is complete, no one knows what happens next.

Possible outcomes include that the group may uncover new growth and improvement opportunities in an existing process by “bending it back into itself.”

Number of Players

3–10

Duration of Play

1–3 hours

How to Play

You will need a high-level understanding or documentation of the current state of things. Any existing, linear process will work.

  1. Introduce the exercise by “black boxing” the current process. This means that during the course of the exercise the group’s focus will be on what’s outside the process,not the fine detail of what’s going on inside the box.
  2. To make this visual, give each step in the process a box on the wall (medium-sized sticky notes work well) and connect them with arrows in a linear fashion.
  3. To start the exercise, ask the group to think about, to the best of their knowledge, what happens before the process: Who or what is involved? What is going on?  Repeat this for the end of the process: What comes after the process? What are the possible outcomes?
  4. You may ask them to capture their thoughts on sticky notes and post them before and after the process.
  5. Next, draw a loop from the end of the linear process back to its starting point. By doing this you are turning a linear process into a life cycle. Ask: “To get from here,and back again, what needs to happen? What’s missing from the picture?
  6. The group is ready to explore possibilities and opportunities. Again, sticky notes work well for capturing ideas. Have the players capture their thoughts along the line and discuss.

Summarize or close the exercise by generating a list of questions and areas to explore.  This may include looking at the internal, defined process for improvement ideas.

Strategy

Pick the right process to do this with. A process that warrants repeating, such as the customer experience, works well.  Knowledge creation and capture, as well as strategic planning, are also candidates.

Get the right people in the room. Some awareness of what happens outside the process is needed, but can also hamper the experience. One of the biggest potential outcomes is a visceral change in perspective on the participants’ part: from internal focus to external focus.

This game is credited to James Macanufo.

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Start, Stop, Continue

a three column chart, with headings START, STOP, CONTINUE

Object of Play

The object of Start, Stop, Continue is to examine aspects of a situation or develop next steps.

Number of Players

1–10

Duration of Play

10 minutes to 1 hour

How to Play

Ask the group to consider the current situation or goal and individually brainstorm actions in these three categories:

  • Start: What are things that we need to START doing?
  • Stop: What are we currently doing that we can or should STOP?
  • Continue: What are we doing now that works and should CONTINUE?

Have individuals share their results.

Strategy

This exercise is broad enough to work well as an opening or closing exercise. It’s useful in framing discussion at “problem-solving” meetings, or as a way to brainstorm aspirational steps toward a vision.

The source for the Start, Stop, Continue game is unknown.

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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.