Gamestorming methods

The Blind Side

by .  
30 - 455 - 15 Medium

The premise of this game, therefore, is to disclose and discover unknown information that can impact organizational and group success in any area of the company—management, planning, team performance, and so forth.

57

Goal

Discover unknown information that can impact organizational and group success

Attachments

Materials

    Instructions

    Preparation

    Before the meeting, decide on a topic for discussion. Draw a large-scale profile of a person and draw four arrows coming out of the top of the head. Label those arrows “Know/Know”, “Know/Don’t Know”, “Don’t Know/Know”, and “Don’t Know/Don’t Know”.

    Flow

    1. Give the players access to sticky notes and markers and tell them that the purpose of this game is to try to make explicit the knowledge they have, and the knowledge they don’t have but could use.
    2. Start with the Know/Know category. Elicit from the group all information about the topic that they know they know. This category should go quickly and should generate a lot of content. Ask the players to write one bit of knowledge per sticky note and cluster them near the arrow pertaining to that category. (They’ll do this for each category.)
    3. Next, tackle Know/Don’t Know. This category will go less quickly than the first but should still generate plenty of content. Again, ask them to cluster the sticky notes near the related arrow.
    4. Move to Don’t Know/Know. This information could be skills people have that are currently not used to solve problems or untapped resources that have been forgotten.
    5. Last, move to Don’t Know/Don’t Know. The group will be stopped here, possibly indefinitely. This category is where discovery and shared exploration take place. Ask the players provocative questions: What does this team know that your team doesn’t know it doesn’t know? How can you find out what you don’t know you don’t know?
    6. Ask the group what they can do to proactively address the distinct challenges of each category. Discuss insights and “aha’s”. Even if the players’ only revelation is that they have blind spots, this in itself can be a fruitful discovery.

    Background

    The Blind Side is inspired by and adapted from the Johari Window, a communication model developed by Joseph Luft and Harry Ingham.

    Source: Gamestorming

    Comments (0) (4.0 avg / 1 ratings)

    Please Log in or Sign up for a FREE SessionLab account to continue.