move the room with energizers
Tools to inject energy into the process, get people moving, and have fun.
This exercise supports a user-centred approach to product and service innovation. Teams create imaginary user (a persona), map out an average day in his or her life, and identify the challenges that he or she experiences. Teams then use this to brainstorm new products or services that could help with those challenges. Finally, sketches or prototypes of the best ideas are quickly developed presented back to for feedback.
Explain the purpose of the exercise to the teams: “We are going to design a product or service for a specific person by looking at their average day.” Give each team several sheets of flipchart paper and ask them to turn the paper lengthwise and draw a timeline through the middle. Mark one end with 07:00 and the other with 24:00.
You can vary this session by using a real or imagined client. The teams become the client organisation, asking “how might brand X solve challenge Y for persona Z?” If there is more time then teams can also iterate on their ideas. Following the feedback from the rest of the group, ask them to make improvements and then present those back.
Either give each group a persona or ask them to create one in one corner of the paper. They should think about who this person is: name, location, job, family, interests. This should take no more than 5-10 minutes.
Now ask the teams to use the area above the timeline to map out a typical day for their persona. They can use post-its or write directly on the paper. Encourage groups to work quickly and creatively, including as many events of the day as possible. Give groups 5-10 minutes.
Groups should now use the area below the timeline to brainstorm the digital touchpoints for their persona. What technologies and applications do they interact with throughout the day? Where and why do they use them? Give groups 5-10 minutes.
Now, groups should take a few minutes to identify the biggest pain points or challenges they encounter during the day. What does their persona find difficult? What do they waste time doing? Where do they encounter frustration? Groups should come up with as many pain points as possible and then circle some of the most painful to work with. Give groups 5-10 minutes.
Now ask them to explore how they can add value to their persona’s life by helping reduce pain? How can they increase efficiency and happiness? What product or service could they create that would overcome paint points? Give them 10-15 minutes to brainstorm ideas.
Get the teams to choose one product or service idea to develop further. They should give the new concept a name, describe the problem it solves and how it works. The concept should be visually represented and described on a flipchart paper. Give groups about 20 minutes.
All of the teams should now present their ideas to the group. If time allows, there can be a quick feedback round after each presentation.
Close the session with a short reflection to draw out learnings.
The purpose of this simple exercise is to demonstrate three key principles useful for creativity and idea generation: quantity is a condition for quality; building on the ideas of others; the ideas we come up with are usually all the same. The format is simple, with small groups standing and drawing apples. At the end of the exercise the whole group reflects and draws out learnings and reflections.
IDOARRT is a simple tool to support you to lead an effective meeting or group process by setting out clear purpose, structure and goals at the very beginning. It aims to enable all participants to understand every aspect of the meeting or process, which creates the security of a common ground to start from. The acronym stands for Intention, Desired Outcome, Agenda, Rules, Roles and Responsibilities and Time.
A short activity to run early in a program, focused on sharing fears, anxieties and uncertainties related to the program theme. The purpose is to create openness within a group. The stinky fish is a metaphor for "that thing that you carry around but don’t like to talk about; but the longer you hide it, the stinkier it gets." By putting stinky fish (fears and anxieties) on the table, participants begin relate to each other, become more comfortable sharing, and identify a clear area for development and learning.
A team-building activity in which a group is challenged to physically support one another in an endeavor to move from one end of a space to another. It requires working together creatively and strategically in order to solve a practical, physical problem. It tends to emphasize group communication, cooperation, leadership and membership, patience and problem-solving.
This workshop aims to help participants define, decide and achieve their goals. By supporting participants to envision where they want to be in a number of years on a holistic level, and defining the steps that will take them there, participants get a clearer picture of the action they need to take.
This exercise is useful for bringing groups together, to create interpersonal bonds, and to build trust. Participants stand opposite each other and have 30 seconds to give appreciative feedback to the other person. The group rotates until everyone has given feedback to everyone else. It is often used as part of wrap-up activities, to create an energized feeling to leave with.