Blind Drawing
Blind Drawing is an icebreaker game where one person describes an object the other person must then draw with only verbal instructions as a guide.
Blind Drawing is an icebreaker game where one person describes an object the other person must then draw with only verbal instructions as a guide.
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.
Individual reflection helps to pick apart complex experiences so that the successes of the experience can be repeated and the failures can be avoided in the future. The format is flexible, taking you through key stages of the reflection process, and ending with key action points.
The most common causes of dysfunctional meetings can be eliminated: unclear purpose or lack of a common one, time wasters, restrictive participation, absent voices, groupthink, and frustrated participants. The process of designing a storyboard draws out a purpose that becomes clearer as it is matched with congruent microstructures. It reveals who needs to be included for successful implementation. Storyboards invite design participants to carefully define all the micro-organizing elements needed to achieve their purpose: a structuring invitation, space, materials, participation, group configurations, and facilitation and time allocations. Storyboards prevent people from starting and running meetings without an explicit design. Good designs yield better-than-expected results by uncovering tacit and latent sources of innovation.
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.
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!
This is a structured discussion activity for exploring a topic by answering questions in three different set-ups: individually, in pairs and in teams.