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Visual Tools & Innovation Games 
Getting everyone onto the same page 
Ruven Gotz 
Avanade 
Michelle Caldwell 
Avanade
Low-tech social network 
Draw your Avatar “Tag” your Avatar 
Draw your AvatarU 
Add your name for 
the Avatar 
“Upload” your 
Avatar
Low-tech social network 
FILL IN YOUR PROFILE on the Yellow Post-it 
• Avatar (a picture that represents you) 
• Your Name 
• Your job role (IT Pro, BA, PM, etc…) 
• School 
• Hobby 
• Version of SharePoint 
• Pets
Michelle Caldwell 
DIRECTOR & 
REGIONAL LEAD 
Mary.m.caldwell@avanade.com @shellecaldwell shellecaldwell.com
Ruven Gotz 
DIRECTOR & 
NATIONAL LEAD 
ruven.gotz@avanade.com @ruveng spinsiders.com/ruveng
Agenda 
Part 1 
• Introduction 
• Shared Understanding 
• Innovation Games & Visual 
Tools 
• Soft Skills 
• Requirements Gathering 
• Bad Meetings 
• Envisioning (Cover Story) 
• Mapping 
Break 
Part 2 
• Envisioning (IBIS Mapping) 
• Analyze (Sailboat) 
• Visual Design 
• Wireframing 
• Wrap Up
Make a Connection & Build a Network
Shared understanding 
SHARE 2012 | 9
SHARE 2012 | 10
SHARE 2012 | 11
SHARE 2012 | 12
SHARE 2012 | 13
SHARE 2012 | 14 
Yes! 
A bridge!
Odds of 
Success?
SHARE 2012 | 16 
Project 
goes?
SHARE 2012 | 17 
Same 
page
SHARE 2012 | 18 
Wicked 
problems
SHARE 2012 | 19 
Hard 
(but tame) 
Wicked
Guess what 
SharePoint is…
Usually a bunch 
SHARE 2012 | of people who all 
have a different 
idea of what 
success looks like
whom, won’t talk to each other
Machiavelli (not exactly  ) 
It must be considered that there is nothing more difficult 
to carry out nor more doubtful of success nor more 
dangerous to handle than to initiate a new SharePoint 
project; for the project team has enemies in all those 
who profit by the old portal, and only lukewarm 
defenders in all those who would profit by the new 
portal; this lukewarmness arising partly from the 
incredulity of mankind who does not truly believe in 
anything new until they actually have experience of it.
Dealing with humans 
in tough circumstances
Dealing with humans 
in tough circumstances
My three rules of SharePoint 
1. Simplicity 
2. Simplicity 
3. Simplicity
SHARE 2012 | 27
How do gamestorming & visual 
tools help?
Involves People
Egalitarian & Participatory 
• Equal Opportunity to 
Participate 
• Success Depends on 
Everyone get Involved
Structured with Goals
32 
Time Bound
Why they are valuable 
• They involve a high level of emotion 
• Alternative to traditional meeting format 
• Real-time feedback 
• Helps you discover the unknown 
• Catalyst for consensus building 
• Provides structure for Creative Chaos
Putting it into action 
Excellent facilitation means building your soft skills
Soft Skills
Confidence
Listening
Humor
Brutal Honesty
Requirements Gathering 
Visual Tools and Games that can help with analysis
Why is it so hard to get good requirements?
The chicken and egg problem
Requirements
What makes something a 
requirement?
We can do that for $10
We can do that for $1,000,000
Too much focus on the detail… 
How
…and not enough on the destination 
Why
Roadblock: Bad meetings 
Meetings & workshops take time, but are often ineffective
The Facts
11Million
61.8 
Meetings/month
50% 
Unproductive
31 Hours wasted
The Effects
91% 
Daydreaming
96% 
Miss Meetings
95% 
Miss parts of 
meetings
73% 
Bring other work 
to meetings
39% 
Fall Asleep
Envisioning 
Visual Tools and Games that can help with defining 
Project Goals and Vision
Envision 
With cover Story
Soooo…………. What is your vision for SharePoint?
The object of the game 
is to suspend all disbelief and 
envision a future state that is 
so stellar that it landed your 
organization on the cover of a 
well-known magazine.
Cover: 
Tells the story of 
your big success
Headline: 
The Substance of the cover 
story
Sidebars: 
Interesting facts about the 
story
Quotes: 
Quotes from potential end 
users of the solution
Brainstorm: 
Documenting initial ideas 
– this is important!
Images: 
Supporting the 
content with 
illustrations
Wrap Up 
At the end of the time period, usually 
an hour, get the groups to present 
their cover story, essentially their 
vision of SharePoint, to the rest of the 
groups and then discuss.
Game Setup 
•Cover Story 
Template 
• Post-its 
• Pens 
• tape 
• Facilitator (# depends 
on size of group 
• At least 3 participants 
• A Scribe 
•Camera (optional)
Introduction to Mind Mapping
Mapping for Navigation
Mapping for Prioritization
Mapping for Prioritization
Mapping for Scoping
1st Half Wrap Up 
Don’t go away, we’ll be back for Part 2 
ruven.gotz@avanade.com 
spinsiders.com/ruveng 
@ruveng 
mary.m.caldwell@Avanade.com 
shellecaldwell.com 
@shellecaldwell
Break
Welcome to Part 2. 
IBIS Mapping 
A Grammar for Thinking
Two books you must read
What are wicked problems? (recap) 
• You don’t really understand the problem until 
you’ve developed the solution 
• You don’t know when you’ve accomplished your goal 
• Solutions are not right or wrong, they are just better 
or worse 
• Every wicked problem is unique 
• Every solution to a wicked problem is a one-shot 
operation 
• You are dealing with social complexity
Tools that can help
IBIS Notation
I use Mind Manager to express the same 
notation
Dialog mapping to capture argumentation
Dialog mapping to capture argumentation
Dialog mapping to capture argumentation
Dialog mapping to capture argumentation
Dialog mapping to capture argumentation
Dialog mapping to capture argumentation
Dialogue Mapping 
for scoping
Analyze with Sailboat
The object of the game 
Gain insight and understanding 
into the current state of the 
situation
How to Play the game 
•Draw and/or put up a boat 
•Name the boat to represent the focus 
area
What is 
dragging you 
down?
What can speed you up?
Power Dot – Extra Bonus 
•Give each participant a fixed # of dots 
(time box the activity) 
• Ask each participant to “vote” for their 
highest priority pains and solutions 
•Quickly analyze the results 
•Discuss the results as a group
How to Play the game 
•Analyze voting 
•Discuss the results as 
a group
Game Setup 
•A BOAT ! 
• Post-its (various 
colors) 
• Pens 
• tape 
• Facilitator (# depends 
on size of group 
• At least 3 participants 
• A Scribe 
•Camera (optional)
Visual Design 
Card Sorting & Tree Testing
What is Card Sorting?
“Card sorting is a great, reliable, 
inexpensive method for finding patterns 
in how users would expect to find 
content or functionality.” 
- Donna Spencer 
http://www.amazon.com/Card-Sorting-ebook/dp/B004VFUOL0
What are the types of card sort? 
Open & Closed
Open card sorting process 
Gerbil
Results 
Gerbil
But not always what you expect 
Ford 
Gerbil
But not always what you expect (2) 
Ford 
Gerbil
Analysis 
http://www.boxesandarrows.com/view/analyzing_card_sort_results_ 
with_a_spreadsheet_template
What is Tree Testing?
Formally Known as…….. 
Card-based Classification 
Evaluation
Methods for Tree Testing 
Paper Or Online
Step 1 – Create a set of menus based on draft 
sitemap
Step 2 – Develop Scenarios
Creating effective scenarios 
• You are planning a vacation and you want to know how 
much leave you have left 
• You need to book travel for work 
• You are filling out a request for time off 
• You are looking for a contact email/name for the helpdesk 
• You have questions about your benefits
Step 3 - Recruit
Step 4 - Observe
Step 5 - Analyze
Step 7 - Repeat Create 
Menu 
Develop 
Scenario 
Recruit 
Evaluate 
Repeat & 
Optimize 
Analyze
Wireframing
I used to hate wireframing!
A useless wireframe
Way too 
much work 
Erik Swenson
Balsamiq: 
Just right
Simple Wireframe
Wrap Up
Adapting the low-tech social network
Thank You! Download this deck from: 
http://www.slideshare.net/marymcaldwell 
Products and Tools Referenced 
• Mind Manager www.mindjet.com 
• Xmind www.xmind.net 
• Balsamiq www.balsamiq.com 
• UserZoom www.userzoom.com 
• Optimal Workshop www.optimalworkshop.com 
• Card sort tools measuringuserexperience.com/CardSorting 
• Boxes & Arrows boxesandarrows.com 
• Gamestorming (book) www.gogamestorm.com 
• Innovation Games www.innovationgames.com 
• Dialogue Mapping cognexus.org 
• Paul Culmsee www.cleverworkarounds.com 
• Glyma www.glyma.co/
Stay Connected! 
ruven.gotz@avanade.com 
spinsiders.com/ruveng 
@ruveng 
mary.m.caldwell@Avanade.com 
shellecaldwell.com 
@shellecaldwell

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Visual Tools and Innovation Games Wworkshop - SharePoint Fest Chicago - Dec 2014

Editor's Notes

  1. Draw instructions on whiteboard
  2. Draw instructions on whiteboard
  3. Show audience how to make first connection Time box – 10 min max
  4. One of the key fundamental goals behind everything we are going to see today is to get to shared understanding. That is: get everyone involved to understand what the goals are and what path we’re going to take to get there. These visual and tactile methods have been found to really help you get there Let me start with an illustration of why shared understanding is so important and how it applies to the type of problems we work with
  5. Our project is to build a bridge… so here’s a bridge
  6. But so is this,
  7. Or this…
  8. Even this is a bridge
  9. Our stakeholders are excited about this project! We’ve agreed that we need a bridge! But, if one person pictures a giant steel roadway bridge, others a covered bridge and one simple stepping stones… then…
  10. Our odds of success are low – in-fact, I’d say zero
  11. And that means that our project goes down the … um… drain
  12. So, we need to get everyone onto the same page Why is this so important?
  13. Because SharePoint falls into the category of “Wicked Problems” [I first learned this term from Paul Culmsee of Seven Sigma, Australia’s leading expert in problem wickedness and its solutions]
  14. A moon-shot is a hard problem, but it can be stated clearly and simply: Take a man to the moon, bring him back alive Cure poverty: That’s a wicked problem. We can’t even agree on who’s poor, what poverty means, and how to know if we’ve been successful. And, when we’re working on TRYING to solve this, solutions are not right or wrong, they are just better or worse.
  15. SharePoint is wicked with a capital “W”. This is because of the social complexity that SharePoint brings - You want to fundamentally change the way people do their jobs… and that leads to wickedness
  16. Our stakeholders are excited about this project! We’ve agreed that we need a bridge! But, if one person pictures a suspension bride, others a covered bridge and one simple stepping stones… and…
  17. Some of whom, won’t talk to each other. OUR CHANCES OF SATISFACTION ARE ZERO This is social complexity impacting the success of a technology project
  18. Why is this so hard and dangerous Everyone hates the current portal Can’t find anything Not sure if content is valid BUT - They do know where some stuff is, and this was hard-won knowledge and change to something that won’t be better – just different – is not what they’re looking forward to.
  19. NEEDS WORK Now, the team working on the new portal has a different state of mind: They are envisioning a fantastic future state and foresee a climb, but the slope isn’t too severe – this is the ‘path of hope’. What they don’t realize is that their immediate rise in Optimistic Excitement is followed by a steep fall into the valley of despair. There are dangerous creatures there – ready to devour your proeject. But, once the reality of the project sets in The valley of despair is a dangerous place, with creatures that have their own agendas ready to ‘eat’ your project
  20. set up multiple phases toward the eventual future goal, rather than trying to reach that peak in one step, because it is only once you start the journey that you will discover the issues and roadblocks that are going to make the project much harder than it seemed at the start. Even though it is useful to break the project into phases, it is very important that you do your initial planning with the ultimate goal in mind so that you don’t paint yourself into a corner by designing a solution that gets you to the end of phase 1 or 2, but that needs a lot of rework or workarounds to reach the true, final goal.
  21. It’s hard enough to get to success, to get adoption, to build the right thing. Do you know the best way to avoid making a design error in what you build? DON BUILD IT IN THE FIRST PLACE! Start simple – get some success and then grow from there.
  22. To have any chance of success, you MUST have everyone pulling in the same direction This is a platitude – everyone knows this. The question is “How do we do this!”
  23. Visualization and Games involve a high level or emotion
  24. One of the key fundamental goals behind everything we are going to see today is to get to shared understanding. That is: get everyone involved to understand what the goals are and what path we’re going to take to get there. These visual and tactile methods have been found to really help you get there Let me start with an illustration of why shared understanding is so important and how it applies to the type of problems we work with
  25. A lot of doing this job well comes down to soft skills: - Listening - Honesty - Humour
  26. You need to be perceived as the leader of your project, and the team, the stakeholders and the customers must have confidence in you. This does not mean that you have to pretend to know all the answers when you don’t. You can say ‘i’ll get back to you’. But you can’t be uncertain about every question. If you THINK you may be right, answer confidently. When you do a follow-up check – if it turns out that you’re wrong – you can follow up and explain why you changed your answer. You have to come to terms with the fact that, despite all the books and blogs out there, each circumstance is different, and you’ll need to be able choose your own path without a clear map of correct and incorrect. One of my favorite bloggers is Bob Sutton of the Stanford Design School. In one of his posts he writes about Paul Saffo of the Palo Alto Institute for the Future who taught that leaders must have strong opinions. Weak opinions are uninspiring and don’t motivate people to test them or argue passionately for them. But, it is also important not to be too strongly wedded to your ideas, because it prevents you from seeing or hearing evidence that contradicts your opinions. So to be a strong and wise leader you need to have strong opinions, but you need to be ready to move off those opinions when the evidence requires it. This is summed up in the phrase that you should take to heart: Strong opinions, weakly held.
  27. You need to listen to your customers or you will miss important information. If you are conducting a workshop, you are there to facilitate and gather information, not to impose your vision. You have to be mindful and in the moment. You need to eliminate all possible distractions. This means you turn off or silence your phone, close your Twitter client (yes, I’ve seen people check their tweets during a workshop!), and close or silence e-mail (it can really throw a meeting off track when an e-mail “toast” notification pops up on the screen while you’re working). There are a number of books and blogs on how to improve your listening skills. Search the Internet for “active listening” or “mindful listening.” Choose a book or a program and then practice these skills. It is very important to fully hear what is being said without focusing on what you are going to say in response, because once you start to think of your response, you’re not listening anymore and there may be valuable additional information you are missing.
  28. Workshops can be stressful for everyone involved. Your customers are taking time out of their busy days to attend this workshop. They don’t want you to waste their time and, at first, they may not really trust that you are going to use their time effectively. You are under the gun to deliver a successful workshop, and you need to keep the meeting focused, but you can also keep it a bit light by using humor. This does not involve telling jokes, but rather making light of certain situations—especially if you are the target. It takes a pretty good level of trust and familiarity before you can make a joke at the expense of one of your clients, and this is dangerous territory—I have seen it backfire (on me!). Here is an example of light humor in a workshop: We were talking about who would be the editorin- chief of the portal and I nominated someone in the room to be the “Queen of the Portal.” Everyone laughed (I know, you had to be there), but from then on, she referred to herself (as did the rest of the team) as the Queen of the Portal, and it served to lighten the mood of the room.
  29. You need to be brutally honest about yourself. As I said above, if you don’t know something, say so. People can tell when you’re faking—either immediately or later when they find out you didn’t really know. People will rely on your integrity, and once they trust you, they will believe you when you argue that a particular choice or course is the right one Being brutally honest is no excuse for being rude
  30. Segue: you’ve got the soft skills: Now you need to gather requirements…
  31. For those of you who have tried gathering requirements in the traditional sense may have heard terms like: “The 3 Magic Questions” “The Perfect Question” “Requirements ESP” “Key Word Analysis” The problem is the true requirements that you need is in one of three categories -I know -I don’t know -I don’t know that I don’t know Where do you think most requirements land?
  32. Analyst: I’m here to help you to implement SharePoint. Customer: Great! What can SharePoint do? Analyst: Lots of things: What do you want it to do? Customer: Um, I’m not sure . . . maybe you can give me a demo. Analyst: Sure: Imagine that you are a bicycle manufacturer in the Pacific northwest. Customer: But we aren’t a . . . Analyst: Isn’t this feature cool? It has a bike as a background image.
  33. So it’s all about the requirements, right? Except it’s not
  34. Because I said so, and I’m the customer. If you don’t include my requirement, I’ll shoot One of my biggest jobs as a SharePoint BA is to manage this desire. My three rules of SharePoint:
  35. Cheap: Do it!
  36. Wait a sec – maybe we can think of some alternatives (Hey! Maybe it’s no longer a ‘requirement’)
  37. So, requirements are tough, but let’s talk about meetings. Most meetings are terrible – they waste time and are very unproductive. Let’s look at some facts…
  38. Approximately 11 million meetings occur in the US every day
  39. Approximately 11 million meetings occur in the US every day
  40. Most professionals attend 61.8 meetings a month
  41. Of which 50% of them are unproductive
  42. If each meeting is approx. 1 hour long then professionals lose on average 31 hours per month to ineffective meetings
  43. If each meeting is approx. 1 hour long then professionals loose on average 31 hours per month to ineffective meetings
  44. If each meeting is approx. 1 hour long then professionals loose on average 31 hours per month to ineffective meetings
  45. How are most requirements gathered? [THIS SLIDE IS NOW ANIMATED – watch it in presentation mode] In meetings right? Let’s look at how productive the average meetings is
  46. So, if requirements are hard, and regular meetings to nail them down are terrible, what can we do? We’re going to go through our first Innovation Game. This time, we’ll walk through how it works without playing it, but soon we’ll actually play one of the games.
  47. Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine.
  48. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  49. Cover: Tells the story of their big success Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  50. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  51. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  52. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  53. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  54. Cover: Tells the story of their big success Headline: The substance of the cover story Sidebars: Interesting facts about the story Quotes: Quotes from potential end users of the solution Brainstorm: documenting initial ideas (this is important!) Images: Supporting the content with illustrations Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played The reason that this works particularly well for SharePoint is that there are a number of possible visions that an organization may have for the platform. The Cover Story game gives you enough structure to ensure that you get tangible examples without constraining users from being able to really explore the many possible end states. At the end of the time period, usually an hour, get the groups to present their cover story, essentially their vision of SharePoint, to the rest of the groups and then discuss.
  55. We’ve looked how gamestorming can help, let’s dig in to another type of visual tool
  56. Mind mapping is not new Been around a long time, and used for brainstorming
  57. XMind is a shareware system that does a lot of what Mind Manager does.
  58. This is a recap
  59. Four symbols, very simple (tricky to master)
  60. How can we look at requirements from a different perspective? We’ve seen how the Cover Story game can surface the goals that the business often has trouble articulating. Now, we’re going to use a game to surface the underlying drivers and potential roadblocks to success.
  61. The game Speedboat is a quick and painless way to gain insight and understanding into the current state of the situation –
  62. The principle of the game is to draw a boat with couple of anchors and engines. (in this example we simply used post-its) The boat should be named to represent a focus area (especially if you are going to examine large group of problems). After that you can apply grouping, sorting and/or voting the same way as you know in retrospective in agile/scrum. Result: a lot of ideas get presented without any hassles and participants freely promote possible/expected solutions that can be immediately changed into action items Speed Boat game allows not just open minds, but efficiently provides a strategy how to solve your problems. Additionally, trust and expectations are more clear.
  63. Ask team members to write what is slowing down the boat (one idea per card/post-it) and to pin the card to anchor or below water level
  64. After that you can apply grouping, sorting and/or voting the same way as you know in retrospective in agile/scrum. Result: a lot of ideas get presented without any hassles and participants freely promote possible/expected solutions that can be immediately changed into action items Speed Boat game allows not just open minds, but efficiently provides a strategy how to solve your problems. Additionally, trust and expectations are more clear.
  65. Let team members to write ideas what can speed up the boat and pin cards to an engine (if you have a speedboat) or above the boat (if you have a sailboat) to represent “wind in the sails”.
  66. After that you can apply grouping, sorting and/or voting the same way as you know in retrospective in agile/scrum. Result: a lot of ideas get presented without any hassles and participants freely promote possible/expected solutions that can be immediately changed into action items Speed Boat game allows not just open minds, but efficiently provides a strategy how to solve your problems. Additionally, trust and expectations are more clear.
  67. The principle of the game is to draw a boat with couple of anchors and engines. (in this example we simply used post-its) The boat should be named to represent a focus area (especially if you are going to examine large group of problems). After that you can apply grouping, sorting and/or voting the same way as you know in retrospective in agile/scrum. Result: a lot of ideas get presented without any hassles and participants freely promote possible/expected solutions that can be immediately changed into action items Speed Boat game allows not just open minds, but efficiently provides a strategy how to solve your problems. Additionally, trust and expectations are more clear.
  68. Other tools/techniques that use visual/tactile approach
  69. A technique to get input or feedback from users You may have great ideas of how to organize you intranet, but you users may have different ideas
  70. To continue to quote Donna: Card sorting is best understood not as a collaborative method for creating navigation, but rather as a tool that helps us understand the people we are designing for.
  71. In an open sort, people are not given any categories, they just have to organize concepts into groups. In a closed sort, people are told the headings and then they have to sort concepts under the categories that they’ve been given
  72. The analysis can be useful, but it is the process of watching people do the sorts that helps provide the real value
  73. It’s a method to test how well your site structure guides site-users to the content they are looking for This is a simple and cost effective method for assessing the proposed site architecture, prior to wire framing avoiding difficult and expensive rework.
  74. Create a set of menus (paper or online) based on your draft site structure
  75. Develop a set of scenarios or tasks that represent how staff will use the site.
  76. Recruit a range of site-users that represent the target audience for the site/solution
  77. Observe staff members actions as they “look” for the information listed in each scenario
  78. Analyze the successes and failures of the site structure and refine what you have and retest Remember the staff themselves never fail
  79. Rinse and Repeat until desired result is achieved
  80. This tool called ‘Balsamiq’ makes it extremely simple and fast to make wireframes. They look cartoonish, but that makes it easy to focus on what’s important (not color, font, etc.)