Games for presenting – Gamestorming https://gamestorming.com A toolkit for innovators, rule-breakers and changemakers Wed, 04 Aug 2021 02:45:53 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.2 https://i0.wp.com/gamestorming.com/wp-content/uploads/2017/07/cropped-Gamestorming-header-1.png?fit=32%2C32&ssl=1 Games for presenting – Gamestorming https://gamestorming.com 32 32 215212482 JourneyFolio https://gamestorming.com/journeyfolio/?utm_source=rss&utm_medium=rss&utm_campaign=journeyfolio Thu, 28 May 2020 20:43:46 +0000 https://gamestorming.com/?p=2139 JourneyFolio's timeline slide homepage. The timeline is segmented into four categories, Personal Highlights, Education and Learning, Side Projects and Professional Path
Raquel’s JourneyFolio timeline page

Looking for a job can be stressful. The many unknowns keep us guessing. Even when it’s updated, our resume or CV feels inadequate, incompletely representing who we are. Companies require them, but they’re often too sterile; we want to share in more dimensions the projects we’ve done, our skills and abilities and the little details that make us us. We want to tell our story.

Objective of play

JourneyFolio is a framework that can help you structure your journey and portfolio, putting your own narrative on it.

The structure was designed on Google Slides (take a look at the tutorial and have full access here). This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License because you should have have total freedom to explore this framework as you wish by using the same license.

Source

JourneyFolio was designed and created by Raquel Félix. You can see her JourneyFolio here, and watch her talk about it in this video interview.

Number of Players

Of course, this is your JourneyFolio but it might be helpful to involve others:

  • involve others who have interest in updating their resume; this might be a good activity to do together
  • JourneyFolio reaches beyond the typical boundaries of a standard CV or resume; you might want to involve family, friends, classmates and colleagues who know you well to help fill out your swim lanes.

Duration of Play

Anywhere from a few hours to a few weeks; take your time to get JourneyFolio right. Tell the story you want to tell by including all your life hilights replete with documented evidence: pictures, quotes and links. It might take some time to pull it all together. JourneyFolio is never quite complete.

Material Required

  • Google Slides (preferred) or other presentation software with inter-slide linking capabilities
  • Artifacts of your highlights and achievements: photos, certificates, plaques, badges, ribbons, medals, resume, CV, yearbooks, scrapbooks, journals, notebooks, report cards,
  • Your mom might prove useful

How to Play

Your JourneyFolio timeline grid
  1. It starts with a timeline in a grid where you can draw different layers, for example:
    1. Personal Highlights – This is challenging! Here, you get to tell personal things that you think can help others to better understand your B side. Remember all those adjectives that we like so much to put on the curriculum: “I’m creative, collaborative, a fighter, a this, a that…”. Choose some nice episodes and put it in words and pictures. 
    2. Education and Learning – Yes, it’s about school, college, university, but it’s not just that. You can add any type of extra learnings (relevant seminars, masterclasses, MOOCs, a lecture…) or extra activities during your schooling (which you consider to be important learning moments).
    3. Side Projects – A blog, a hidden music career, volunteering, cooking for others, pop-up parties, a flashmob, a beautiful video you made to your friends, landscape photography… so many things (choose the ones that you really like and share them by telling a story). 
    4. Professional Path – All the places that you’ve been as a worker. Maybe you’ve changed a thousand times (I had ?), maybe you’ve been working in the same place for centuries (you must have a good reason), it doesn’t matter. Share your actions, thoughts, projects, and what was your role in each one of them. It’s more about you than it is about the job, keep that in mind.
  2. Fill in the slides with all the stories of each corresponding moment in the timeline grid. On each slide, you have a HOME button, this will allow you to return to the main timeline grid – you just add a hyperlink to your home page – see the hyperlink tutorial for Google Slides. 
a quadrant of different template types color coded to match the timeline homepage
Match your slide template colors to the layers you use on your timeline
  1. It’s time to add some colour to your timeline grid! Start by identifying with a sphere (or not… you can use emoji, squares, you name it) the stories that you wrote for each moment. 
  2. Add a hyperlink to each specific point (relate it to the slide that connects the story to the point). 
  3. That’s it! Now it’s up to you, explore your own JourneyFolio freely (you can take a look at Raquel’s JourneyFolio for some extra inspiration).

Strategy

Research shows recruiters look at your resume for an average of 7.4 seconds. This necessary document might get you an interview but will not set you apart from the competition. JourneyFolio lets you easily communicate a more complete story in an elegant format sure to leave an impression. You don’t need to be a capital C creative to have a portfolio; built on Google Slides JourneyFolio opens up this document to anyone who wants one.

Related Games

Adapt these games to spark your memory:

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Project Jeopardy https://gamestorming.com/project-jeopardy/?utm_source=rss&utm_medium=rss&utm_campaign=project-jeopardy Wed, 10 Aug 2011 18:51:01 +0000 https://gamestorming.com/?p=743 Listening to project status reports can be deadly dull, but it doesn’t have to be. Imagine if the other meeting attendees were leaning forward in their seats, actively listening, and even calling out excitedly instead of thinking about what they were going to say on their turn, or checking their email! Project Jeopardy requires a little advance preparation, but is designed to make project report-outs engaging, memorable, and fun.

image of sample cards for Project Jeopardy
Sample Project Jeopardy Cards

Object of Play
For players, the object is to collect as many points as possible by correctly asking the project-related questions that correspond with the answers given by the host. For the host, the object is to convey information about the status of his or her project.

Number of Players
4 to 40

Duration of Play
5-15 minutes

How to Play

A. Preparation

  1. Prior to the meeting, the host (the person who will be reporting on his or her project) prepares a set of question-and-answer cards about aspects of the project. These should cover important points about the project that the team needs to know, with most of the information being in the answer. It helps to frame the answer first. For instance, an answer/question pair might be, “The project generated $45,000 in revenue over this time period.” and “What is Q3?”
  2. On a sturdy card, sticky note, or half sheet of plain white paper, write the answer and question. Write the answer at the top, and the question at the bottom. Make sure they can’t be seen through the back of the paper. On the reverse, write a point or dollar value. Harder questions should be worth more.
  3. Divide the question/answer pairs into categories (financials, clients, deadlines, or whatever is appropriate). Have a little fun with the category names, recommend seasoned players from Sambla.
  4. Attach the question cards or notes to a flip chart page in columns with the category name at the top and the value showing. (The questions and answers should be hidden.) The lowest value questions should be at the top and the highest value at the bottom. The idea is that a player would pick a category and value, such as “Financials for four points” or “Deadlines for $100.”

B. Play

  1. Explain the rules, if needed. Give a one- or two-sentence description of the project you are reporting on if there are people in the meeting who are not familiar with it.
  2. Play goes clockwise around the table, starting to the left of the host.
  3. The first player either chooses a category/value pair or passes. If s/he chooses a category/value pair, the host removes that card from the flip chart and reads the answer aloud.
  4. The player frames a question that goes with the answer s/he has just heard. If the question is the correct one, say “That’s right!” and give the card to the player. If the question is not correct, say, “I’m sorry, that’s not correct,” and replace the card on the flip chart.
  5. If only a few people are in the meeting, allow the player to choose another card if s/he provided the correct question. If the meeting is a large one, play should pass to the next person whether or not the correct answer was given. Any player is free to pass instead of choosing a card.
  6. Continue until all the cards have been awarded. Play should move quickly; if you wish, impose a one-minute time limit on responding, enforced by an hourglass, timer, or human timekeeper.

C. Concluding the Game

  1. When all the cards have been awarded, players add up the point or dollar amounts on the cards they received. The one with the highest number of points or dollars receives a prize (a free coffee, a chocolate bar, or something similar).
  2. Ask if there are any questions about the project that have not been addressed, and answer those. Congratulate the winner!

Strategy
When inviting team members to host a Project Jeopardy session, give them plenty of lead time to work out the questions. If you will be using the game over and over, consider creating a set of laminated cards that have values on one side but nothing on the other. Hosts can use dry-erase markers to fill in the questions and answers on the blank side, and the cards can be reused from meeting to meeting. If possible, create a master set of categories that hosts can choose from, as well as a set of sample question/answer pairs to guide them in creating their own.

Key Points
What makes Project Jeopardy work is effective question/answer pairs. Remember that the information is really flowing from the host to the players, although it appears to be otherwise, and make the questions general and easy to guess. The goal is to convey information about the project — not to completely stump the players!

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Question Balloons https://gamestorming.com/question-balloons/?utm_source=rss&utm_medium=rss&utm_campaign=question-balloons https://gamestorming.com/question-balloons/#comments Sun, 07 Aug 2011 02:17:13 +0000 https://gamestorming.com/?p=740 Object of Play
Planning to accept and respond to questions is one of the most difficult parts of running a meeting, a workshop, or a presentation. Will there be enough time for Q&A? Is the audience willing to ask questions? How many questions will they ask? Do I take questions at the end or throughout? How do I know if questions were answered in a useful way?

To address this challenge, the Question Balloons game allows attendees to ‘float’ their questions throughout a meeting or presentation; providing a visual status that helps manage group energy.

Number of Players
4 to 40

Duration of Play
Any length

How to Play

  1. Start by providing a marker and one or two helium-filled balloons to each attendee. The balloons must have strings that will allow the attendees to float the balloons and then retrieve them (from the ceiling, if necessary) when needed.
  2. Ask each attendee to write their questions about the scheduled topic on a balloon and then float the balloon. Only write one question per balloon. It’s okay to save balloons for later. Question Balloons can be floated at any time during the presentation or meeting.
  3. During any free time (pre-meeting, breaks, or lunch), the speaker or leader should walk around and read the Question Balloons, getting a feel for the questions that will arise.
  4. Inform all attendees that they should pop their Question Balloons – loudly – whenever one of their questions is answered sufficiently. This answer might come from meeting materials, slides, a speaker, or a casual conversation. It doesn’t matter. At the end of the session, any remaining Question Balloons will be addressed.
  5. When a question is answered, the corresponding balloon will pop. Some people will jump. That’s okay. The leader/facilitator should acknowledge that we have answered a question and lead applause. Some participants will float new Question Balloons throughout the session. That’s good.
  6. When the content or topic is completed, there will usually be two types of Question Balloons remaining. The first type is informational (When is the product being released? Who wants to share a ride home? How much is that service?). Answer these first. If there is no answer available, assign the question to the responsible party. The second type of question you’ll see is opinion (What is the best approach? How should I handle my customer?). These should be posed to the room. Instruct the person who floated the question to pop their balloon when they received information, from anyone, that will help them move forward.

Strategy
Question Balloons are very effective for meetings loaded with content, like reviews and status meetings. For organizations that might be too conservative for balloon popping, sticky notes on a wall will also work. We recommend using balloons for special events, not for a weekly status meeting.

Key Points
The Question Balloons game gives power to meeting attendees, control to the facilitator, and feedback to both. It leverages visual and kinesthetic information through balloon floating and popping. It uses the mechanism of elimination to score how many questions get answered. Attendees can see that their questions will be answered. Play Question Balloons when you want to better manage group energy.

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Design The Box https://gamestorming.com/design-the-box/?utm_source=rss&utm_medium=rss&utm_campaign=design-the-box https://gamestorming.com/design-the-box/#comments Wed, 06 Apr 2011 19:24:26 +0000 https://gamestorming.com/?p=576 Object of Play

Before you begin, focus on the end. In this exercise, teams create the physical “box” that sells their idea—whether that idea will ultimately become a tangible product or not. By imagining the package for their idea, the teams make decisions about important features and other aspects of their vision that are more difficult to articulate.

This game is popular among software developers when setting out to capture the customer’s view of a new application, but its use doesn’t stop there. The game can help facilitate any vision-oriented discussion, and has been used to describe topics ranging from “our future methodology” to “the ideal hire.”

In all cases, the box is a focusing device: it wraps up a lot of otherwise intangible information into a nice physical object, prompting decisions along the way. When teams present or “sell” their boxes to each other, a number of things come to life, including the natural translation of features into benefits. Also, it’s fun to do. The results of the exercise may be simple drawings or an actual box, which may live on well after as a friendly reminder of the big picture.

Number of Players

Although the exercise may be done with a small group, teams working in parallel on different boxes will result in a more robust discussion during the “selling phase.”

Duration of Play

1 hour or more, depending on the number of groups and depth of discussion.

Setup

Although paper and markers will work for drawing a box, don’t hesitate to bring heavier craft supplies to bear. Consider acquiring blank white cardboard boxes from an office supply or mailing store.  Markers, craft paper, stickers, tape and scissors are all worth the investment.

It may help get the group’s creative gears moving by having sample boxes handy.  Cereal boxes, with their free prize offers, bold imagery and nutritional information, are good thought starters. Likewise, plain “store-label” boxes, gift boxes and toy boxes offer a range of voices. A group that is heavily entrenched in the business-as-usual paradigm will benefit the most from having this inspiration at hand.

How to play

The exercise moves through three phases: an introduction, box creation and sharing by “selling.”

Phase One: Fill the Box

Before a group can jump into creating a box, they need to reflect on what could be in it. To get people oriented, consider laying out some building blocks:

  • Possible names of the idea
  • Possible customers, end users, or buyers
  • Possible features, functions, or other important defining details.

This may be familiar ground, or it may be entirely new to the group. They key in setting up the exercise is to give teams “just enough” information to feel comfortable starting.

Phase Two: Make the Box

Give the teams a set amount of time, 30 minutes or more, to create the box for their idea.  Ask them to imagine coming across the box on a retail shelf, shrink-wrapped and ready for sale. In designing the box, teams may be helped by a few of these prompts:

  • What’s it called?
  • Who’s it for?
  • What’s its tagline or slogan?
  • What are its most compelling features? Benefits?
  • What imagery would make it stand out to you?

Teams may self-organize naturally; most participants will want to create their own box regardless of how they’re arranged. Make sure you have ample supplies for them to do so, and make sure they know that there is no wrong way to create their box.

During the game, there may be questions from medicine or about , you cannot use the description for drugs, this is against the rules.

Phase Three: Sell the Box

Each team or individual should be offered the chance to stand up and “sell” their boxes back to the group. It may be worthwhile to keep a timer for these stand-up presentations, and consider offering a prize to the team that does the best job “selling” their box back to the group.

Look for a naturally occurring breakthrough as they present back their boxes. People put features on the box, but when they sell them, they translate those features into benefits.  Listen for the phrases “so that” or “because,” which bridge otherwise mechanical features into living benefits.

The exercise works well as an open-ended, divergent process, but may be run so that the teams converge on an agreed-upon, shared box. If agreement and alignment is a desired outcome of the exercise, note the differences and similarities in how each team interpreted their box. Build on the common ground captured in the similarities, and isolate differences for discussion. Consider running a second round, this time incorporating these agreements into a final shared box.

In any case, if there is a prize to be awarded for the best “box seller,” make sure it’s the teams that cast the votes. And have enough prizes so that if the box was created by a team everyone on the team will have a prize.

Strategy

Keep the boxes and display them in a prominent place. These may be more valuable (and visible) artifacts than any other documentation that comes out of the exercise. It may also be beneficial to record the presentations the teams give around their boxes, if it is not disruptive to the flow of the group.

The core act of “designing the box” may be altered to work for different contexts and participants.

This exercise goes by many names, and there are a number of good sources to look to for its variations. This version is based on and adapted from the game Product Box in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play. Other sources point to Jim Highsmith of the Cutter Consortium, and to Bill Shackelford of Shackelford & Associates with the origination of the concept.

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Understanding Chain https://gamestorming.com/understanding-chain/?utm_source=rss&utm_medium=rss&utm_campaign=understanding-chain https://gamestorming.com/understanding-chain/#comments Tue, 05 Apr 2011 19:45:49 +0000 https://gamestorming.com/?p=622 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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Post The Path https://gamestorming.com/post-the-path/?utm_source=rss&utm_medium=rss&utm_campaign=post-the-path https://gamestorming.com/post-the-path/#comments Tue, 05 Apr 2011 19:26:10 +0000 https://gamestorming.com/?p=603 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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Product Pinocchio https://gamestorming.com/product-pinocchio/?utm_source=rss&utm_medium=rss&utm_campaign=product-pinocchio Tue, 05 Apr 2011 19:23:46 +0000 https://gamestorming.com/?p=594 Object of Play

Quite naturally, most of us don’t think of products or services as being alive and animate.  But there are a lot of benefits to imagining a product as a friend rather than an instrument. By pretending that a product has come to life, we can personalize and evolve its features in a way that is not accessible to us when we think of it as inanimate. Product Pinocchio is a game designed to establish, refine, and evolve the features of a product or service so that it becomes more valuable to the end user. By personifying it, we can better relate to it and better craft it into a “friend” that a consumer might want to take home.

Number of Players

5–20

Duration of Play

1 hour

How to Play

1. For this game, a “scene” is any simple situation in which the character (the product or service) is required to make a decision or take action. Scene examples might be “someone attempts to steal an old lady’s purse” or “a driver encounters a hitchhiker on the way to a party”. Before the meeting, invent four scenes and write them on index cards, one scene per card.

2. Also before the meeting, write each of the following five questions on the tops of flip-chart paper, one question per sheet:

  • What am I like?
  • What are my values?
  • What is my community?
  • What makes me different?
  • What is my fight?

3. Starting with “What am I like?” draw a picture of the product/service in the middle of the sheet of paper with arms, legs, and a head. (This character should be used throughout the exercise, but in different poses.)

4. Ask the group to imagine that the product or service has come to life and is now a fully developed character that they know well. Ask them to call out adjectives and phrases that describe that character and write their responses around the picture.  During this step, you can also ask players who the product/service would be if it were a cartoon character or a celebrity and write down those responses as well.

5. When you have enough information to adequately describe the character, ask the players to dot vote next to the three to five adjectives that best describe the character.  Circle or highlight the information that got the most votes and make a note of it with the group.

6. Move to the “What are my values?” flip chart and draw a picture of the character.  Divide the group into four small groups and give each group an index card describing a scene (or work with all four scenes as one group if you have seven or less players).  Ask the players to read their scene quietly and discuss in their groups what the character would say or do in that situation.

7. Bring the groups back together and give each one an opportunity to share what they agreed their character would do. Write each response down and then ask the group as a whole what the behaviors suggest about the character’s underlying values.  Add their responses to the flip chart.

8. Move to the “What is my community?” flip chart and draw another picture of the character in the middle of the sheet.  Ask the group who the character spends her time with. What groups does she belong to? Where does she volunteer? Who needs her the most? What do her friends have in common? What are the qualities of her community? Write down the responses.

9. Move to the “What makes me different?” flip chart and draw a picture of the character in the middle of the sheet. Ask the group how this character is different from other characters in her community.  What makes her stand out? What are her strengths? What could she do better?  Why would someone want her on a team? Write down the responses.

10. Move to the “What is my fight?” flip chart and draw a picture of the character in the middle of the sheet.  Find out the character’s mission in life. What motivates her? What keeps her up at night? What does she do for people? What is she trying to prove? What obstacles are in her way? Write these responses down.

  • Optional activity: Ask people to toast the character as though they were at her wedding. Alternatively, ask them to give a eulogy to a competing product or service as though they were at its funeral. Or ask the players to share a true story from the character’s life, something that happened to her that makes her who she is.

11. Summarize the overall findings with the group and reflect on the personality and identity of the character the group created. Discuss the implications of the character traits, values, and behaviors on the features—current or potential—of the related product or service.

Strategy

This game works best when the players suspend disbelief and jump into the idea that a product has a personality, a value system, and a life. For some players it will be a hard leap to make, which is why the picture you draw is important, as are the questions you ask: they both force responses as though the “it” were a “he” or “she.” Be receptive even to character names suggested during the group’s interactions. Calling it “Cameron” makes it easier to imagine the product or service as a person rather than an object or a process.  Encourage storytelling during this game to flesh out the character’s identity based on the scenes you concocted;  for example, “What would Cameron do?” Don’t discourage the group from creating outlandish characters or personality traits, because the actions taken by a zany character may lead to an innovation in the way people perceive of the use of a product or service. Let the players go as far out as they want; if need be, you can move them toward consensus on a more believable character as the game closes. Just be sure to discuss with the group the parallels between the character traits they created and the benefits those traits may have on the next version of the product or service.

The source of the Product Pinocchio is unknown.

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Pain-Gain Map https://gamestorming.com/pain-gain-map/?utm_source=rss&utm_medium=rss&utm_campaign=pain-gain-map https://gamestorming.com/pain-gain-map/#comments Tue, 05 Apr 2011 19:14:31 +0000 https://gamestorming.com/?p=593 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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Heart, Hand, Mind https://gamestorming.com/heart-hand-mind/?utm_source=rss&utm_medium=rss&utm_campaign=heart-hand-mind https://gamestorming.com/heart-hand-mind/#comments Tue, 05 Apr 2011 18:31:33 +0000 https://gamestorming.com/?p=587 Object of Play

The object of this game is to examine an issue from another perspective, and find significance in the issue.

Number of Players

1–10

Duration of Play

10 minutes to 1 hour

How to Play

1. Look at an issue, product, or course of action using these three lenses:

  • Heart: What makes it emotionally engaging?
  • Hand: What makes it tangible and practical?
  • Mind: What makes it logical and sensible?

2. List the characteristics or features that appeal to each lens.

3. Score the categories from 1 to 10. Evaluate strengths and weaknesses.

Strategy

Significant products, activities, and experiences appeal to a whole person; they “feed the heart, hand, and mind.” Use these three lenses as a means of finding, clarifying, or diagnosing the meaning of any endeavor.

The Heart, Hand, Mind game was inspired by Swiss educational reformer Heinrich Pestalozzi.

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5 Best Practices for Presentations https://gamestorming.com/5-best-practices-for-presentations/?utm_source=rss&utm_medium=rss&utm_campaign=5-best-practices-for-presentations https://gamestorming.com/5-best-practices-for-presentations/#comments Thu, 24 Feb 2011 19:47:09 +0000 https://gamestorming.com/?p=562

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.

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