Back to Back drawing
One partner describes what to draw without naming the object
One partner describes what to draw without naming the object
Understand your users through visual artifacts.
A mood board is a collage of images and texture that communicates a feeling or experience. See what inspires people by asking them to make their very own.
Gain empathy by trying something new.
Imagine a day in the life of a person you're designing for - their morning routine, diet, hobbies, commute, commonly used products, and more.
The story template is a method to help in the exploration or research phase of a project. It is especially useful during shorter processes such as a design sprint or a design jam. It can serve as a substitute for interviews if time/ context does not allow for it and it helps the workshop participants to create data connected to real experiences in their lives.
Bekend raken met de sterke en zwakke punten van alle teamleden.
Met een CLD maken studenten inzichtelijk welke factoren van invloed zijn op een probleem.
Een Causal Loop Diagram is vaak onderdeel van een uitgebreidere toekomstverkenning. Lees de oefening Scenario-analyse voor een overzicht van alle opdrachten die hier onderdeel van uitmaken.
Als voorbereiding op een projectplan of toekomstverkenning kunnen studenten hun probleem eerst doorgronden met een Causal Loop Diagram (CLD). Dit diagram kan worden gebruikt als wetenschappelijke basis voor een verder analyse en uitwerking.
Vaak wordt het maken van een CLD tijdens een werkgeroep gekoppeld aan een schrijfopdracht waarbij studenten de verdere analyse zelfstandig uitwerken.
A great get-to-know activity that dives a bit deeper than regular name repeating games.
Ultimate tic-tac-toe is variation and more strategic version of Tic Tac Toe which allows for a more dynamic and strategic gameplay for participants. This is designed for 2 main players (which can be individuals or groups).
Textra Games combine the effective organization of well-written documents with the motivational impact of training games. Participants read a handout, booklet, reprint, or a chapter in a book and play a game that uses peer pressure and peer support to encourage the recall and transfer of what they read.
Here is a fast-paced textra game for reviewing training content from product-knowledge booklets or technical reference manuals.
Unlike the traditional game of "2 Truths and 1 Lie," which can often turn into a competition, this activity focuses on building trust and connection. By sharing their achievements and aspirations, participants have the opportunity to get to know each other better and offer support. The goal is to create a supportive environment where everyone feels comfortable sharing and receiving feedback.
Time depends on the number of statements covered. This activity can be extended or shortened as needed. Any time for this activity must include time for introducing the activity, explaining the rules, aligning participants on the spectrum, allowing each participant to share their stories and perspectives, facilitating respectful discussion, and concluding the activity with reflection.