Gamestorming by Dave Gray, Sunni Brown and James Macanufo
Gamestorming is about creating game worlds specifically to
explore and examine business challenges, to improve collaboration, and to
generate novel insights about the way the world works and what kinds of
possibilities we might find there.
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While a business process creates a solid, secure chain of
cause and effect, gamestorming creates something different: not a chain, but a
framework for exploration, experimentation, and trial and error. The path to
the goal is not clear, and the goal may in fact change.
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In a paper titled "Radical innovation: crossing
boundaries with interdisciplinary teams," Cambridge researcher Alan
Blackwell and colleagues identified fuzzy goals (they called it a pole-star
vision) as an essential element of successful innovation. A fuzzy goal is one
that "motivates the general direction of the work, without blinding the
team to opportunities along the journey."
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To define a fuzzy goal you need a certain amount of ESP:
fuzzy goals are Emotional, Sensory, and Progressive.
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The importance of these artifacts as an aid to thinking can
easily be illustrated if you imagine yourself playing a game of chess while
blindfolded. It's possible to hold the positions of all the pieces in your
mind's eye for a time—and most chess masters can do it for an entire game—but
it's much easier to have the pieces displayed on a board in front of you.
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When people are finished generating ideas, ask them to take
turns going up to a flip chart or whiteboard and sharing their ideas with the
group, as follows: read each sticky note aloud and place it on the board where
everyone can see it. Notice that this Post-Up process is a version of break
out/report back.
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Affinity mapping is a common method that uses meaningful
space to sort a large set of nodes into a few common themes. It is a way to
rapidly get a group of people aligned about what they are working on together.
First, generate a set of nodes using the Post-Up game or some other
node-generation method (see Chapter 4). Next, create a meaningful space by
dividing a whiteboard or other visual area into three columns. Ask people to
sort the sticky notes into three columns that "feel like they belong
together" without trying to name the columns. It's important that they not
try to name the columns. Naming the columns too early will force them back into
familiar, comfortable patterns. Remember that in creative work we are trying to
help people generate and see new patterns. While people are sorting, you may
ask them to try to eliminate redundancies by placing similar sticky notes on
top of each other.
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We are so good at finding patterns that once we find one, it
can be difficult to see anything else. Creating randomness is a way of fooling
the mind so that you can more easily search for new patterns in familiar
domains. By shuffling the deck, reversing the order, or reframing the familiar,
you create enough space for new ideas and opportunities to emerge.
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Here are some examples of examining questions: "What is
it made of?" "How does it work?" "What are the pieces and
parts?" "Can you give me an example of that?" "What does
that look like?" "Can you describe it in terms of a real-life
scenario?"
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Here are some examples of experimental questions: "What
else works like this?" "If this were an animal (or a plant, machine,
etc.), what kind of animal would it be, and why?" "What are we
missing?" "What if all the barriers were removed?" "How
would we handle this if we were operating a restaurant? What if it was a
hospital?" "What if we are wrong?"
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You can think of this as a matter of altitude. When people
are getting too caught up in the details, spark the imagination and bring them
up a level with some experimental questions. If they are up in the clouds and
need a bit of grounding, bring them down with some examining questions.
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Most people draw a stick figure by starting with the head
and adding the body afterward. This way of drawing a stick figure will almost
always result in a big-headed, stiff stick figure. When drawing a person, you
will get a much better effect if you start with the center of gravity and work
outward.
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In GameChangers: Improvisation for Business in the Networked
World, improv expert Mike Bonifer reminds us that all of life is improvisation:
from a conversation at the dinner table to the way we respond to unexpected
situations, improv is natural; we do it all the time.
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Before you can start to improvise, you need characters,
goals, settings, and props. Let's start with goals. You could brainstorm a list
of situations in which people would need public transportation: one person
needs to do her grocery shopping, another needs to visit a friend, another
wants to see a movie or get to work. Next, you could brainstorm a list of
characters. One person is retired, another is a surgeon, and so on. Now,
settings: one person is at home, another is in a park. Finally, props: one
person has a mobile phone, another does not. Now, imagine that you color-code
four sets of index cards so that the goals are one color, the characters are
another color, and so on. You could shuffle the cards and ask people to choose
one card of each color. Once everyone has his objective, you could take turns
acting out the scenes. After each scene, you could have a short discussion
about its implications.
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You can assign a person to videotape the scenarios as you
act them out, or ask someone to take notes or even make some storyboard
sketches to capture the essence of the things you have discovered.
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we can discuss practice in the sense of an ongoing
commitment that involves not only study but also ongoing activity to develop,
hone, and maintain the skills that are necessary within a discipline.
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Bodystorming is simply brainstorming, but done with the
body. It may look different depending on the preparations and location, but in
the end all bodystorming is fundamentally about one thing: getting people to
figure things out by trying things out.
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Who do you want to do what? Almost any endeavor of
substantial impact requires seeking help from others. Developing a WHO + DO
list is a simple way to scope out the undertaking. Start with the vision. Write
out or visualize the big goal. Draw a two-column matrix and write
"WHO" on the left and "DO" on the right. Ask: Who is
involved in making this happen? Who is the decision maker? Who has needed
resources? Who may be an obstacle? Whose support is needed? These individuals
or groups are your list of WHOs. The DOs are often harder. For each WHO, ask:
What do they need to do, or do differently? What actions will build toward the
big goal? Sharpen each WHO in the list until you have a desired and measurable
action for each.
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3-12-3 Brainstorm OBJECT OF PLAY This format for
brainstorming compresses the essentials of an ideation session into one short
format. The numbers 3-12-3 refer to the amount of time in minutes given to each
of three activities: 3 minutes for generating a pool of observations, 12 for
combining those observations into rough concepts, and 3 again for presenting
the concepts back to a group. Essential to this format is strict time keeping.
The "ticking clock" forces spontaneous, quick-fire decisions and
doesn't allow for overthinking. With this in mind, a group that is typically
heavily measured in its thought process will benefit the most from this
exercise but will also be the hardest to engage.
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30–45 minutes HOW TO PLAY In a space visible to the players,
write the topic around which you need to generate ideas and draw a picture of
it. An example of a topic might be "Employee Recognition Program."
Distribute index cards to each player and ask them to silently generate ideas
related to the topic and write them on the cards. As they complete each idea,
ask the players to pass that idea to the person on their right. Tell the
players to read the card they received and think of it as an "idea
stimulation" card. Ask them to add an idea inspired by what they just read
or to enhance the idea and then pass again to their right. Continue this
process of "brainwriting" and passing cards to the right until there
are various ideas on each card.
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20–30 minutes HOW TO PLAY Each participant should have a
large index card or letter-sized piece of paper. After introducing the topic of
the meeting, ask the participants to think about the problem they are here to
solve. As they do so, ask them to write a list of items helping to explain the
problem. For example, they may think about a "day in the life" of the
problem or an item that represents the problem as a whole.
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The History Map game shows you how to map moments and
metrics that shaped your organization. It's also a great way to familiarize new
people with an organization's history and culture during periods of rapid
growth
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Low-Tech Social Network 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.
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Mission Impossible OBJECT OF PLAY To truly create something
new, we must challenge constraints. In this exercise, participants take an
existing design, process, or idea and change one foundational aspect that makes
it "impossible" in function or feasibility. For example: "How do
we build a house...in a day?" "How do we create a mobile
device...with no battery?" "What would a browser be...without an
Internet connection?"
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In cases where processes are slow or overloaded, the
"fire drill" question of "How would we do this in a day?"
can be a powerful framing device.
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A pre-mortem is best conducted at the project's kickoff,
with all key team members present and after the goals and plan have been laid
out and understood. The exercise starts with a simple question: "What will
go wrong?" though it may be elevated in phrasing to "How will this
end in disaster?"
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Show Me Your Values OBJECT OF PLAY Employees' perceptions of
a company's values, whether they're conscious or not, contributes to their
morale and their willingness to go the extra mile to support the mission. To
get a sense of how employees perceive the values that drive an organization, an
initiative, a system-wide change, or any other topic, play Show Me Your Values.
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Introduce Spectrum Mapping by stating that the purpose of
the game is to illuminate the team's range of perspectives and to organize
those perspectives into a continuum so that everyone gets a view of it.
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Welcome to My World OBJECT OF PLAY Many of us make the
mistaken assumption that others see what we see and know what we know. No one
in the world shares your internal system map of reality. The best way to
compare notes, so to speak, is to actually draw an external representation of
what you think is happening. Welcome to My World gives players an opportunity
to better understand other players' roles and responsibilities. It helps chip
away at silos and introduces the novel idea that we may be seeing only one
reality: ours. It helps immensely to show what we see to others so that we can
start to share a reality and work on it together.
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The 4Cs is deliberately quick (and slightly chaotic) to
avoid a situation in which people simply list information about what they know
related to the topic. In this game, the players gathering information may
already have a lot of detail about the topic, but they'll inevitably learn
something new through the process of interviewing others. Interviewing allows
people who may not interact much the opportunity to do so.
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Based on guidance from the players, sort the ideas into
columns (or clusters) based on relationships. Involve the group in the process
as much as possible. Have the players approach the wall to post their notes—it
saves time—and allow them to do an initial, general sorting in columns or
clusters. Create a sticky-note "parking lot" close to the display for
ideas that don't appear to fall into a natural category. Redundancy in ideas is
OK; don't discard sticky notes because they're already represented. It's
helpful to leave repeated ideas posted since it indicates to the group how many
people are thinking the same thing. At this stage, ask the players to try to
avoid searching for higher categories and simply to focus on grouping the
information based on the affinities.
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The Blind Side is inspired by and adapted from the Johari
Window, a communication model developed by Joseph Luft and Harry Ingham. The
game variation of the model is credited to Sunni Brown.
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Challenge Cards OBJECT OF PLAY To identify and think through
challenges, problems and potential pitfalls in a product, service or strategy.
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When creating something, it's easier to think in the
affirmative. We think in a vector of taking actions and building things, and
can forget that over time undoing those same decisions can be just as
important. Do, Redo & Undo asks a group to focus on this, and to think
through the implications of dismantling and altering.
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The facilitator asks the group to rate their level of
consensus on a topic from 0 to 5, with five fingers meaning "absolute,
total agreement" and a fist meaning "completely different points of
view." This is particularly useful in managing breakout groups, where different
topics may be discussed simultaneously. A group that holds up a variety of
ones, twos, and threes may have more work to do.
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Flip It! is a quick game designed to show players that
perspectives are made, not born. We can choose to see the glass as either half
full or half empty, but often when we perceive it as half full, we get better
results. This game is at its best when players begin to see challenges as
opportunities and to make doable suggestions around solving problems rather
than just rehashing them.
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In a large white space visible to all the players, write the
topic of the meeting and the following words as headers across the top:
"WHO?", "WHAT?", "WHEN?", "WHERE?", and
"HOW?". Give all players access to sticky notes and markers. Tell the
players that the goal of the game is to let leadership understand and be
responsive to any and all questions around the topic. Start with the question
"WHO?" and give the players five minutes to silently write down as many
questions as they can that begin with the word WHO.
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Ask about this person's pains first by prompting the group
to step inside his mind and think and feel as he does. 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?
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A recurring challenge in group work is managing discussions
so that every individual has a chance to contribute, and no individuals
dominate the meeting. By using simple "talking chips" as a currency
for contribution, a group can self-manage the flow of participation.
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The object of this game is to clearly define a set of terms
so that a group has a common vocabulary. It's not in our nature to admit
ignorance. When greeted with an unknown or abstract term, many people find it
easier to pretend they understand than to ask for clarification. This is
dangerous in knowledge work, where a common understanding is necessary to work
together. Groups that make time to define their terms visually will work faster
and more effectively by starting on the same page.
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Wizard of Oz OBJECT OF PLAY In this role-play exercise, two
people prototype a machine–human interaction. The user talks to another who is
"behind the curtain," playing the role of the machine. They may use a
script to uncover breaking points in an existing design, or improvise to work
out a completely new idea.
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The 20/20 Vision game is about getting group clarity around
which projects or initiatives should be more of a priority than others.
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Ask the players challenging questions about their comments:
Does this have to happen first? Can these two steps be combined? How are steps
related across projects? Do steps in one project affect the progress or outcome
of another? Ask hard questions to help the group get to the best place and
write any food for thought on a flip chart nearby.
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On a flip chart or whiteboard, create a matrix that outlines
WHO / WHAT / WHEN. Although instincts may be to start with the "WHAT"
(the tasks and items that need to be done), this approach starts with the
"WHO" (the people who will be taking the actions). Put every participant's
name into the matrix in this column.
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