
The Stinky Fish Canvas
The Stinky Fish Canvas is a visual way to address the problems teams carry around: the longer we void the conversation, the stinkier our issues get.
The Stinky Fish Canvas is a visual way to address the problems teams carry around: the longer we void the conversation, the stinkier our issues get.
Brainwriting is essentially the same as brainstorming. Ideas are generated by asking people to write them down instead of verbally presenting them.
Using the Social Process Triangles created by the Institute of Cultural Affairs to identify a broad range of issues faced by a community, followed by the Consensus Workshop Method to see larger patterns of issues.
You can improve any solution by objectively reviewing its strengths and weaknesses and making suitable adjustments. In this creativity framegame, you improve the solutions to several problems. To maintain objective detachment, you deal with a different problem during each of six rounds and assume different roles (problem owner, consultant, basher, booster, enhancer, and evaluator) during each round. At the conclusion of the activity, each player ends up with two solutions to her problem.
This fast and loud energizer is highly effective for boosting a group’s energy in a very short amount of time. The group stands in the circle and a loud yell of the sound “Maaaah…” is sent around the circle. It gets louder and louder as it travels around the circle until it gets all the way around and ends with a thundering, collective “ZUNGA!”
Inviting a paired walk is surprisingly effective in its simplicity. Going for a walk together increases trust and can help prepare the terrain for conflict resolution, while acting as an energizer at the same time. Make it hybrid-friendly by pairing a person in the room to one joining online!
The Anti-Problem game helps people get unstuck when they are at their wit’s end. It is most useful when a team is already working on a problem, but they’re running out of ideas for solutions. By asking players to identify ways to solve the problem opposite to their current problem, it becomes easier to see where a current solution might be going astray or where an obvious solution isn’t being applied.
This activity begins with reflection, proceeds through nonverbal communication, and ends in a discussion. You can use ARTFUL CLOSER to debrief participants after an experiential activity. You may also use it as the final activity at the end of a workshop. You may even use it as an opening ice-breaker by asking participants to think about common personal experiences. For example, I began a recent session on presentation skills by asking participants to process their experiences with the most inspiring speech they had ever heard.
As a virtual game in Zoom, have people narrow their screen so they only see 3 people in a row. Each person will simultaneously try to have one person sitting, one standing , and one out of the frame in their row.