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PREPARED	BY
Designing	Design	Workshops
Adam	Connor,	VP	Organizational	Design	&	Training	– Mad*Pow Jan.	25,	2016
OVERVIEW
4
Designing	Design	Workshops
Workshops	and	collaborative	activities	provide	teams	with	the	potential	to	generate	
more	and	better	ideas	for	a	solution,	allow	individual	team	members	to	share	their	
points-of-view,	and	build	consensus	around	design	solutions.	However,	effective	
workshops	take	more	thought	than	just	putting	people	together	in	a	room.	In	this	
workshop	participants	will:
• Explore	and	practice	a	variety	of	workshop	activities
• Learn	when	to	use	which	types	of	activities
• Review	best	practices	for	planning	workshops
• And	learn	how	to	facilitate	activities	and	discussions	including	advice	for	dealing	
with	difficult	participants.
OVERVIEW
5
OVERVIEW
6
Who	We	Are
Mad*Pow	is	a	design	agency	that	improves	the	experiences	people	have	with	
technology,	organizations	and	each	other.
Experience	Design	|	Design	Strategy	|	Motivational	Design	|	Organizational	Design
Adam	Connor
VP	Organizational	Design	&	Training,	Experience	Designer
THE	WHYS	&	WHENS	OF	
WORKSHOPS
10
Studios,	Sprints,	Workshops,	Whatever…
Workshops	are	meetings	comprised	of	1	or	more	activities	in	which	ALL*	participants:
• Are	presented	with	1	or	more	questions	or	challenges
• Explore	and	provide	their	answers	or	ideas	for	solutions	to	the	given	challenge	
through	hands-on	activities
• Work	together	to	(begin	to)	understand	and	organize	their	
perspectives/answers/ideas.
*With	the	exception	of	the	master	facilitator
THE	WHYS	&	WHENS	OF	WORKSHOPS
11
Workshops	can	be	used	to…
• Generate	and	collect	a	variety	of	ideas
• Allow	all	team	members	to	share	their	perspectives.
• Build	awareness	across	team	members	of	challenges,	perspectives	from	each	other	
and	the	desired	solution
• Build	a	shared	vocabulary
• Find	consensus	around	elements	of	the	final	solution
• Build	a	sense	of	collaboration	and	of	ownership	in	the	solution
• And…
THE	WHYS	&	WHENS	OF	WORKSHOPS
12
Avoiding	the	all	to	familiar,	and	horribly	painful…
Swoop-n-poop!
THE	WHYS	&	WHENS	OF	WORKSHOPS
13
Reconsider	workshops	when…
• Key	members	of	the	“team”	aren’t	willing	to	participate
• The	team	(or	leadership)	is	unwilling	to	move	away	from	an	existing	solution.
• There	aren’t	clear	objectives	or	outputs	for	the	workshop
THE	WHYS	&	WHENS	OF	WORKSHOPS
14
The	contents	(activities	and	topics)	of	a	workshop	are	always	
determined	by	the	objectives	or	output	that	the	workshop	needs	
to	achieve.
Understanding	where	you	are	in	the	overall	process	of	your	
project	can	help	clarify	what	your	objectives	or	output	should	
focus	on.
THE	WHYS	&	WHENS	OF	WORKSHOPS
15
THE	WHYS	&	WHENS	OF	WORKSHOPS
16
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
17
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Discover
Explore	the	influences,	actors,	contexts,	triggers,	constraints,	etc.	of	a	problem	or	
opportunity	set.
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
18
DISCOVER SYNTHESIZE
Initial
Insight Plan
Synthesize
Organize	findings	into	insights:	what	the	group	believes	and	understands	about	the	
problem	space	and	articulating	the	objectives	for	the	future	state	that	the	project	will	
work	to	create.
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
19
DISCOVER SYNTHESIZE GENERATE
Initial
Insight Plan
Generate
Generate	a	large	number	of	ideas	for	“solutions”	(products,	services,	etc.)	for	achieving	
the	desired	objectives.
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
20
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
Refine
Iterate,	combine,	and	eliminate	solutions	based	on	analysis	and	appropriate	variables	
while	increasing	fidelity	until	one	(or	a	small	number)	of	solutions	are	determined.
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
21
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Evaluate
Deploy	the	solution(s)	in	some	form	and	monitor	it’s	effect	on	the	problem	space.
The	Design	Thinking	Process
THE	WHYS	&	WHENS	OF	WORKSHOPS
22
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
The	Design	Thinking	Process
MAKING	IT	WORK
STRUCTURE	&	PLANNING
23
24
Bringing	people	together	to	work	collaboratively	
can	be	so	challenging	sometimes?
The	Diamond	Model
STRUCTURE	&	PLANNING
25
The	Diamond	Model
STRUCTURE	&	PLANNING
26
Divergent
Working	to	collect	as	
many	answers,	ideas,	etc.	
as	possible	from	the	
group.
The	Diamond	Model
STRUCTURE	&	PLANNING
27
Convergent
Making	decisions	to	focus	
attention	on	a	subset	of	
what	has	been	collected.
The	Diamond	Model
STRUCTURE	&	PLANNING
28
The	Diamond	Model
STRUCTURE	&	PLANNING
29
Emergent
Analyzing	and	organizing	
ideas/answers/etc.	in	order	
to	make	sense	of	them.	
During	this	time,	some	new	
ideas	might	arise,	or	be	
consolidated	together.
You	keep	using	
that	word…
I	do	not	think	
it	means	what	
you	think	it	
means.
Getting	where	you	need	to	go.
Planning	Backwards
• Identify	the	immediate	next	action	you	need	to	be	able	to	take	once	the	workshop	
is	complete.
• Ask	yourself	what	information,	decisions,	artifacts,	or	answers	you	need	in	order	to	
be	able	to	take	that	action.
• Ask	yourself	the	same	question	again	and	repeat	until	you	reach	whatever	
information	you	currently	have.
• You	now	have	an	information	trail	from	your	current	state	to	your	desired	future	
state.	Select	the	best	activities	to	acquire	this	information	and	decide	what	can	be	
accomplished	in	your	workshop	or	as	pre	or	post	work.
STRUCTURE	&	PLANNING
32
Time	is	a	resource.	Plan	accordingly.
All	About	Agendas
• You’ll	need	one.	It	helps	you	figure	out	what	you	can	get	done	in	the	time	you	have.
• Don’t	save	it	for	last.	(It’s	usually	the	second…	and	fourth...	and	sixth	thing	I	do)
• Give	everything	specific	timings,	not	general	blocks	like	“early	morning”.
• If	things	feel	tight	when	putting	together	an	agenda,	they’ll	probably	seem	worse	in	
the	actual	workshop.
• Pad	everything.	Things	almost	always	take	longer	than	you	think	they	will.	Plus	you’ll	
need	time	for	transitions,	instructions,	clarifications,	etc.
• Remember	that	the	time	needed	for	many	activities	will	be	depended	on	the	
number	of	participants.
• Have	others	look	it	over	and	give	you	their	OK,	especially	if	leadership	is	involved.
STRUCTURE	&	PLANNING
34
DISCOVER
37
DISCOVER
38
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Discover
Explore	the	influences,	actors,	contexts,	triggers,	constraints,	etc.	of	a	problem	or	
opportunity	set.
The	Design	Thinking	Process
For	many	projects,	much	of	the	gathering	of	information	will	be	
done	via	research.
However,	gathering	perspectives	from	participants	(such	as	stakeholders)	will	still	be	
important.	For	example:
• Understanding	various	perspectives	of	the	challenges	to	be	solved.
• Understanding	the	roles	associated	with	a	project’s	execution.
• Understanding	initial	objectives	(i.e.	goals	and	principles).
DISCOVER
39
Challenge	Map
DISCOVER
40
USE	TO
Reframe	a	problem	space	by	exploring	perspectives	on	
why	it	should	be	done	and	challenges	to	it’s	success.
PARTICIPANTS
Work	in	pairs	or	triplets.
TIME
Minimum	of	25	minutes.	More	depending	on	the	scope	
&	number	of	participants.
HOW	TO	DO	IT
1. Divide	into	small	groups	(2-3	people	per	group).	Each	team	will	then:
2. Write	the	current	problem	statement	in	the	form	of	“How	might	we…”	on	a	
post-it	and	place	it	in	the	center	whiteboard (or	butcher	paper)
3. Using	a	different	color	post	it,	ask	the	question,	“Why	should	we	do	this?”	
Capturing	each	answer	on	an	individual	post	it	and	placing	them	in	a	row	
above	the	original	statement.	Preface	each	answer	again	with	“How	might	
we…”	or	(HMW…)	for	short.
4. For	each	answer,	repeat	step	3,	continuing	to	expand	outward	and	upward	
until	the	team	feels	the	answers	it’s	uncovering	are	no	longer	useful.
5. Select	a	third	color	post	it	and	begin	working	below	the	original	problem	
statement.	Here	you	will	challenge	the	problem	statement	with	“What	is	
preventing	us	from	doing	this?”	or	“What	is	preventing	this	from	happening	
today?”	Again,	include	the	HWM...	preface.
6. Continue,	moving	downward	in	the	same	fasion	as	you	did	for	the	question	
of	“Why”	in	steps	3	&	4.
7. Examine	all	of	the	answers	and	determine	if	one	or	more	would	might	make	
more	apporpriate	problem	statements.
8. Have	each	group	share	their	results	looking	for	patterns	and	overlap.
Challenge	Map
DISCOVER
41
TIPS	&	CONSIDERATIONS
1. Left	unchecked,	this	activity	can	go	on	forever.	Master	and	group	facilitators	
should	look	for	diminishing	returns	to	determine	when	best	to	end.
MATERIALS
Whiteboard	(or	butcher/flipchart	paper)
Post	Its	(3	colors)
Markers
PAIRS	WELL	WITH
Follow	up	with	activities	to	evaluate	the	potential	new	
problem	statements.	Activities	like	SWOT	Analysis,	
20/20	Vision,	and	voting-based	exercises	can	work	well.
Free	Listing
DISCOVER
45
USE	TO
Gather	data	about	a	group’s	understanding	of	the	
“contents”	of	a	specific	topic.
PARTICIPANTS
2	or	more	people		working	individually
TIME
5-10	minutes	for	initial	collection.	Time	needed	for	
presenting	and	organizing	items	will	be	variable.
HOW	TO	DO	IT
1. Provide	participants	with	a	topic	related	to	the	purpose	of	the	project	or	
workshop.	For	example,	“auto	insurance”
2. Ask	participants	to	individually	write	down	as	many	things	as	they	can	
related	to	auto	insurance.
3. Depending	on	how	you	plan	to	analyze	and	organize	participants	answers	
you	may	want	them	to	write	each	item	on	a	separate	note	card	or	post	it,	or	
write	all	answers	on	a	sheet	of	paper.
Free	Listing
DISCOVER
46
MATERIALS
Post	Its,	note	cards,	or	paper
Markers
Tape
PAIRS	WELL	WITH
Often	followed	up	with	affinity	mapping	activities.
TIPS	&	CONSIDERATIONS
1. Depending	on	how	you	plan	to	analyze	and	organize	participants	answers	
you	may	want	them	to	write	each	item	on	a	separate	note	card	or	post	it	
(for	use	when	affinity	mapping),	or	write	all	answers	on	a	sheet	of	paper.
2. When	following	with	affinity	mapping,	have	participants	present	their	
responses	to	each	other.	Posting	each	item	on	the	wall	as	they	present.
WHY	WE	USE	IT
By	gathering	the	items	that	people	come	up	with	we	can	then	compare	
similarities	and	frequencies	of	topics	to	understand	more	about	the	perspective	
of	the	group	as	a	whole.
4Cs
DISCOVER
47
USE	TO
Build	an	understanding	of	a	group’s	perspectives	on	a	
specific	topic.
PARTICIPANTS
4	- 24	people
TIME
25	– 30	minutes
HOW	TO	DO	IT
1. Draw	a	large	2x2	grid	on	an	easel	pad	or	whiteboard.	Label	the	4	spaces:	
Components,	Characteristics,	Challenges,	Characters
2. Provide	participants	with	a	topic	related	to	the	purpose	of	the	project	
or	workshop.	For	example,	“auto	insurance”
3. Explain	to	participants	that	the	activity’s	purpose	is	to	help	them	
explore	what	they	know	about	the	selected	topic	by	having	them	
gather	information	with	respect	to	each	of	the	4	spaces:
• Components:	parts	of	the	topic.
• Characteristics,	attributes	of	the	topic
• Challenges:	obstacles	associated	with	the	topic
• Characters:	people	or	roles	associated	with	the	topic.
4. Break	participants	into	four	equally	sized	teams.	Assign	each	team	one	
of	the	“C”s	and	provide	them	with	post	it	notes	and	markers.
5. Instruct	the	teams	that	their	job	is	to	collect	as	much	information	
about	their	assigned	“C”	from	others	in	the	room.	Give	the	teams	5	
minutes	to	discuss	their	assigned	“C”	and	how	they	will	gather	
information.
4Cs
DISCOVER
48
USE	TO
Build	an	understanding	of	a	group’s	perspectives	on	a	
specific	topic.
PARTICIPANTS
4	- 24	people
TIME
25	– 30	minutes
HOW	TO	DO	IT
6. Once	the	5	minute	planning	period	has	elapsed,	give	the	teams	10minutes	
to	gather	information	from	as	many	of	the	other	participants	as	possible.
7. At	the	end	of	the	10	minute	gathering	period,	give	each	team	5	minutes	to	
organize	what	they’ve	captured	in	whatever	way	they	deem	appropriate	
and	then	add	their	organized	findings	to	their	space	on	the	original	2x2	
grid.
8. Have	each	team	present	their	findings	to	the	others	and	facilitate	
discussion	to	ask	clarifying	questions	and	have	other	participants	add	
information	if	they	sense	something	missing.
4Cs
DISCOVER
49
MATERIALS
Post	Its
Markers
Easel	Pad	or	Whiteboard
PAIRS	WELL	WITH
Often	followed	by	further	explorations	into	problem	
framing	(challenge	maps),	principles	or	goals	(free	
listing),	personas	(proto-personas)	etc.
TIPS	&	CONSIDERATIONS
1. You	don’t	need	to	use	the	4Cs	as	laid	out	here.	If	there	are	other	elements	of	
the	topic	more	appropriate	for	your	situation,	use	those	instead.
WHY	WE	USE	IT
Team	members	come	to	projects	with	their	own	perspectives	which	is	
important,	but	one	aspect	of	good	collaboration	is	seeing	the	perspectives	of	
others.	This	activity	forces	participants	to	gather	information	from	other	
members	of	the	team.	It	also	acts	as	a	strong	introduction	to	the	group’s	
perspectives	setting	the	stage	for	discussions	on	personas,	principles,	scenarios,	
etc.
SYNTHESIZE
50
SYNTHESIZE
51
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Synthesize
Organize	findings	into	insights:	what	the	group	believes	and	understands	
about	the	problem	space	and	articulating	the	objectives	for	the	future	state	
that	the	project	will	work	to	create.
The	Design	Thinking	Process
During	“Synthesize”	the	team	builds	a	shared	understanding	of	
both	the	current	state	surrounding	the	problem	space	as	well	as	
their	objectives	and	vision	for	it’s	future.
Work	done	during	this	phase	often	focuses	on	these	aspects:
• The	framing	of	the	“problem”	or	“opportunity”
• Establishing	Personas
• Identifying	Goals	(OKRs)
• Articulating	Principles
• Constructing	Scenarios
SYNTHESIZE
52
Proto-Personas
SYNTHESIZE
53
USE	TO
Develop	an	understanding	of	the	team’s	perspectives	
on	the	needs,	constraints,	and	contexts	of	their	
audience/users.
PARTICIPANTS
Up	to	10	people
TIME
3-5	hours,	typically	divided	over	2	sessions.	Additional	
time	in	between	sessions	needed	for	consolidation.
HOW	TO	DO	IT
1. Introduce	the	concept	of	personas	and	proto-personas	(as	necessary).
2. Provide	participants	with	proto-persona	templates,	or	have	them	construct	
their	own	(paper	divided	into	quadrants	labeled:	Name	&	Sketch,	
Demographics,	Behaviors,	Needs	&	Goals.
3. Working	individually,	give	participants	15	minutes	to	come	up	with	as	many	
personas	as	they	can	think	of	for	the	project.
4. Once	time	is	up,	have	each	participant	present	their	personas	to	the	group,	
posting	them	to	the	wall	as	they	do.
5. Work	with	the	team	to	select	4-5	characteristics	that	can	be	conveyed	as	a	
spectrum	(ex:	risk	aversion)	based	on	the	pool	of	personas.	These	
characteristics	will	be	used	to	help	organize	the	personas	and	identify	
opportunities	to	consolidate.	Try	to	select	characteristics	related	to	
behaviors/needs/goals	rather	than	demographics.
6. Draw	the	spectrums	on	a	whiteboard.	Have	the	group	decide	where	the	
each	persona	falls	on	each	spectrum,	placing	a	post	it	with	that	persona’s	
name	at	that	point.	Voting	cards	can	be	useful	here.
7. Make	sure	that	conversations	focus	on	the	users	themselves.	Participants	
should	be	debating	each	other,	not	trying	to	convince	you	(the	facilitator).
Proto-Personas
SYNTHESIZE
54
USE	TO
Develop	an	understanding	of	the	team’s	perspectives	
on	the	needs,	constraints,	and	contexts	of	their	
audience/users.
PARTICIPANTS
Up	to	10	people
TIME
3-5	hours,	typically	divided	over	2	sessions.	Additional	
time	in	between	sessions	needed	for	consolidation.
HOW	TO	DO	IT
8. Once	all	personas	have	been	placed,	end	the	first	day/session	with	a	quick	
description	of	the	next	session’s	work.
9. Before	the	next	session,	examine	the	personas	that	have	been	generated	
and	work	to	refine/consolidate	them	into	a	smaller	set	(3-5ish)	as	necessary.	
Keep	track	of	your	work	as	in	some	cases	you’ll	need	to	explain	your	
rationale	to	the	group.
• For	this	step,	combine	the	demographics	and	name/sketch	quadrants	from	the	first	
round	and	use	the	lower	left	quadrant	for	the	personas	positioning	on	the	
characteristic	spectrums.
10.When	the	group	gathers	again,	present	them	with	the	new	set	of	personas	
and	how	you	arrived	at	them.
11.Allow	the	group	to	adjust	the	new	personas	as	necessary	to	reach	
agreement.
Proto-Personas
SYNTHESIZE
55
TIPS	&	CONSIDERATIONS
1. Large	groups	can	make	this	activity	somewhat	difficult.	When	dealing	with	
significantly	large	groups	it	can	be	useful	to	break	out	into	multiple	sessions	
and	run	the	just	the	first	session	with	each	sub	group,	then	the	second	
session	with	a	core,	decision	making	group.
2. If	the	entire	group	is	sufficiently	small	enough,	you	may	be	able	to	do	the	
persona	consolidation	together.
3. When	dividing	over	2	sessions,	do	not	allow	too	much	time	to	elapse	
between	sessions.	Too	much	time	in	between	kills	momentum.
WHY	WE	USE	IT
Personas	are	a	useful	tool	for	understanding	user/customer	archetypes.	But	projects	
don’t	always	allow	for	them	or	sometimes	we	need	to	talk	about	users	before	they’ve	
been	created.	This	approach	allows	organizations	to	build	upon	and	later	validate	or	
invalidate	their	understanding	of	their	audience	earlier	in	the	process.
MATERIALS
Whiteboard	(or	butcher/flipchart	paper)
Post	Its	(3	colors)
Markers
PAIRS	WELL	WITH
Follow	up	with	additional	exploration	like	empathy	
mapping	and/or	journey	mapping.	Or	possibly	with	
brainstorming	activities	like	Design	Studio	or	6-8-5.
Empathy	Mapping
SYNTHESIZE
60
USE	TO
Help	participants	empathize	with	specific	audiences	in	
a	given	situation.
PARTICIPANTS
Teams	of	up	to	6	people.
TIME
20-25	minutes
HOW	TO	DO	IT
1. Prior	to	this	activity,	make	sure	that	the	team	has	developed	proto-personas	
or	is	familiar	with	any	personas	developed	for	the	project	key	use	cases	have	
been	identified.
2. Assign	a	persona	and	use	case	to	each	group.	You	can	select	the	same	or	
different	combinations	for	each	group	depending	on	your	needs.
3. Provide	each	team	with	an	empathy	map	template	or	have	them	construct	
on	easel	pad	paper	(see	image).
4. Give	each	team	20-25	minutes	to	capture	what	their	persona	is	sensing	
(seeing/hearing/etc.),	thinking,	feeling,	and	doing	when	they	encounter	the	
assigned	use	case.	Each	item	captured	should	be	written	on	a	post	it	and	
placed	in	the	appropriate	section	of	the	template.
Empathy	Mapping
SYNTHESIZE
61
MATERIALS
Whiteboard	(or	butcher/flipchart	paper)
Post	Its	(3	colors)
Markers
PAIRS	WELL	WITH
Follow	up	with	current	state-journey	mapping.
TIPS	&	CONSIDERATIONS
1. Depending	on	the	number	of	personas	and	use	cases/scenarios	that	you	
need	to	cover,	distributing	different	combinations	across	the	teams	in	your	
workshop	can	be	a	good	way	to	cover	more	ground.
WHY	WE	USE	IT
Designing	for	experiences	requires	teams	to	think	about	how	people	think,	
feel	and	perceive	specific	situations.	By	thinking	through	how	a	situation	
affects	an	individual,	teams	can	better	understand	their	behavior	as	they	
work	through	it	towards	their	goal.
Design	the	Magazine	Cover
SYNTHESIZE
64
USE	TO
Envision	key	characteristics,	features,	and	outcomes	of	
the	future	product	or	service	the	project	will	create.
PARTICIPANTS
Teams	of	up	to	6	people.
TIME
30-40	minutes
HOW	TO	DO	IT
1. Provide	each	team	with	one	or	more	sheets	of	easel	pad	paper.
2. Instruct	each	team	to	imagine	that	a	magazine	is	running	a	special	issue	all	
about	their	future	product/service/organization.	The	sheet	of	paper	
represents	the	cover	of	the	issue.	Their	job	is	to	determine	the	contents	of	
that	cover	in	20	minutes.	Their	contents	should	include	the	following:
• Feature	Story:	The	big	thing	people	will	be	talking	about	related	to	the	
product/service/organization
• Key	Headlines:	Other	stories	that	reinforce	or	explore	other	angles	to	the	
feature	story.
• Quotes:	things	people,	often	customers,	but	can	be	anyone,	will	say	about	the	
future	creation.
• Ideas	for	images:	images	reflective	on	the	new	future	state	the	creation	will	
bring	about.
• Sidebars:	Smaller	stories	that	reveal	interesting	facets	of	the	feature	story.	
(often	personal	experiences)
3. As	the	facilitator,	remind	teams	as	they	work	that	this	is	a	magazine	cover.	
Imagine	it	sitting	on	the	rack,	trying	to	grab	people’s	attention.
Design	the	Magazine	Cover
SYNTHESIZE
65
USE	TO
Envision	key	characteristics,	features,	and	outcomes	of	
the	future	product	or	service	the	project	will	create.
PARTICIPANTS
Teams	of	up	to	6	people.
TIME
30-40	minutes
HOW	TO	DO	IT
4. Have	each	team	present	their	magazine	covers	and	describe	why	they	
made	the	selections	they	did.
5. As	a	group	identify	and	capture	any	significant	similarities	and	differences	
between	the	different	team’s	magazine	covers.	And	discuss	whether	these	
similarities	or	differences	are	indicative	of	characteristics	(principles)	of	the	
future	creation,	use	cases/features,	personas,	or	other	elements.
Design	the	Magazine	Cover
SYNTHESIZE
66
MATERIALS
Easel	Pads
Markers	(various	colors)
PAIRS	WELL	WITH
Future-state	journey	or	scenario	mapping	as	well	as	
activities	to	explore/refine	principles.
TIPS	&	CONSIDERATIONS
1. A	blank	page	can	be	intimidating.	It	can	be	useful	to	prepare	templates	
ahead	of	time	for	the	teams.
2. Give	the	teams	additional	paper	to	brainstorm	and	capture	ideas	before	
putting	together	their	final	cover.
WHY	WE	USE	IT
This	activity	pushes	teams	to	think	from	an	outside-in	perspective	about	how	
the	world	will	perceive	what	they	create,	what	will	be	the	most	valuable	aspects	
of	their	creation	and	how	might	that	value	be	seen/experienced.	This	activity	
can	be	used	to	begin	to	surface	key	principles	or	features/use	cases	or	further	
explore	principles	and	use	cases	that	have	already	been	noted	by	the	group.
Other	Common	Activities	for	Synthesis
Journey	Mapping	(Current	&	Future	State)
Mapping	the	flow	of	an	end	to	end	user	journey	across	channels	and	touch	points	to	
identify	opportunities	and	challenges	(current	state)	or	objectives	(future	state)
Scenario	Mapping
Mapping	the	ideal	(future)	sequence	of	thoughts,	emotions,	and	interactions	a	user	
will	have	with	a	product	or	service	for	a	specific	use	case.
Goal	&	Principle	Setting
Identifying	goals	and	principles	for	the	product/service/organization.	Often	through	a	
combination	of	research,	free-listing,	affinity	mapping	and	prioritization/voting.	
Affinity	Mapping	(KJ	Technique)
Identifying	common	perspectives	within	a	group	for	a	given	topic	by	arranging	answers	
in	proximity	to	one	another	based	on	how	similar	they	are.
SYNTHESIZE
67
MAKING	IT	WORK
TEAMS,	ROLES,	&	FACILITATION
70
Workshops	are	made	of
PEOPLE!
Don’t	just	throw	people	together.
• Workshops	can	be	done	with	any	group.	Think	about	your	objectives	for	the	
workshop	and	their	implications	for	who	you	should	invite.	In	many	cases	you’ll	
want	to	go	for	cross-functional	representation.
• Don’t	forget	to	include	stakeholders.
• Understand	the	roles,	needs,	and	influence	of	participants	(i.e.	who	needs	to	sign	
off	and	who	is	there	more	for	awareness).
• Though	in	a	workshop,	you	should	treat	everyone	as	equals,	it’s	useful	to	know	who	your	
gatekeepers	are.
• To	the	degree	you	can,	get	a	sense	for	individuals’	personalities	prior	to	the	
workshop.
TEAMS,	ROLES,	&	FACILITATION
72
The	Makings	of	Great	Teams
How	you	put	people	together	makes	all	the	difference.
• Teams	are	an	effective	way	of	making	workshops	with	large	numbers	of	people	
work.
• They	can	also	be	useful	tools	for	exploring	various	perspectives.
• Try	to	keep	them	to	no	more	than	6	people	per	team.
• Most	of	the	time,	teams	should	be	cross-functional.
• Think	about	the	personalities	of	people	in	each	team	and	try	to	avoid	bad	
combinations.
• Each	team	will	need	a	facilitator.
TEAMS,	ROLES,	&	FACILITATION
74
Roles
Owner
Responsible	for	planning	the	workshop	and	defining	it’s	success	criteria.	During	the	workshop	Leaders	often	take	
the	participant	role.
Master	Facilitator
Responsible	for	helping	to	plan	the	workshop,	guiding	all	participants	through	the	workshop	agenda,	providing	
activity	instructions,	and	facilitating	discussions.
Team	Facilitators
Responsible	for	making	sure	their	group	carries	out	activities	as	directed.	Also,	to	observe	discussions	and	take	
notes	as	applicable.	May	participate	in	activities	depending	on	setup.
Recorder
Responsible	for	taking	public	notes	of	important	points,	questions,	to-dos,	parking	lot	items,	etc.
Participant
Responsible	for	contributing	and	participating	in	all	activities	and	discussions.
TEAMS,	ROLES,	&	FACILITATION
75
Herding	cats…
Facilitation	is	about	establishing	boundaries	and	keeping	the	
workshop	within	them	so	that	it	reaches	it’s	objective.
TEAMS,	ROLES,	&	FACILITATION
77
START FINISH
Without	(enough)	binding	and	guidance,	things	can	go	anywhere	
and	possibly	never	reach	the	objectives	needed.
TEAMS,	ROLES,	&	FACILITATION
78
START FINISH
Too	much	binding	and	guidance	can	cause	the	workshop	to	feel	
constricting	and	forced.
TEAMS,	ROLES,	&	FACILITATION
79
START FINISH
Good	facilitation	(and	planning)	directs	the	workshop	towards	it’s	
objectives	while	keeping	it	feeling	open.
Remember:	Facilitation	is	a	skill.	It	takes	practice.
TEAMS,	ROLES,	&	FACILITATION
80
START FINISH
Facilitating	Activities	&	Discussions
• Silence	can	be	both	good	and	bad.	Be	on	the	lookout	for	it.
• Be	a	time	cop,	but	also	give	people	time	to	finish	their	thoughts	or	reach	
agreement.	Don’t	be	afraid	to	let	them	go	on	long	or	cut	them	off	if	necessary.	
Know	when	to	hold	boundaries	and	when	to	let	them	slide.
• Be	prepared	to	adjust	your	agenda	on	the	fly.	Always	know	where	you	are.	Make	
calculated	decisions	on	how	to	proceed.
• Watch	out	for	group	think	and	design-by-committee.	Use	framing	tools,	output	from	
prior	activates,	research,	etc.	to	steer	back	to	what	matters.
• Facilitators	should	be	unbiased
TEAMS,	ROLES,	&	FACILITATION
81
Facilitating	Activities	&	Discussions
• Summarize	arguments,	conclusions,	etc.
• Look	for	understanding.	Check	to	make	sure	everyone	understands	what	is	being	
talked	about.
• Look	for	emotions	in	participants.
• Ask	lots	of	questions.	Play	dumb.	“Why?”	is	your	weapon	of	choice.
• Be	transparent.	Let	people	know	why	you’re	doing	things.
• Use	a	parking	lot.	It	sounds	lame,	but	it	works	so	long	as	you	follow	through	with	it.
• As	you	move	through	activities	recap	and	refer	back	to	observations	and	
conclusions	from	previous	ones.
TEAMS,	ROLES,	&	FACILITATION
82
Yes.	You	will	have	to	deal	
with	difficult	people.
Recognizing	“Difficult”	People
• Sometime	it’s	pretty	obvious.
• Signals	can	include:
• Dominating	conversations.	Talking	over	people.	Ignoring	what	others	are	saying.
• Not	Participating.	Being	closed	of	both	verbally	and	physically.
• Not	staying	in	scope.	Introducing	topics	and	questions	outside	the	bounds	of	the	workshop.
TEAMS,	ROLES,	&	FACILITATION
84
Handling	“Difficult”	People
• Remember	that	someone’s	difficult	nature	isn’t	always	a	reflection	of	their	evil	plans	
for	world	domination.
• Use	open	ended	questions	to	work	at	finding	the	root	of	their	concerns,	
misunderstandings,	etc.
• Like	most	things	in	facilitation,	forms	of	the	question,	“why?”	are	your	best	friends	here.
• Work	with	them	to	relate	points	back	to	any	previous	activity	output,	objectives,	
problem	framing,	etc.
• Use	your	parking	lot.
• Call	time-out,	regroup,	and	adjust	if	necessary.
TEAMS,	ROLES,	&	FACILITATION
85
GENERATE
88
GENERATE
89
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Generate
Generate	a	large	number	of	ideas	for	“solutions”	(products,	services,	etc.)	for	
achieving	the	desired	objectives.
The	Design	Thinking	Process
Bad	Ideas
GENERATE
90
USE	TO
Explore	what	“shouldn’t”	be	done	in	order	to	better	
understand	the	contexts	of	a	topic	and	potential	real	
solutions.
PARTICIPANTS
2	or	more	people.
TIME
30	– 40	minutes
HOW	TO	DO	IT
1. Prior	to	the	workshop	or	activity,	select	a	challenge/topic	you’d	like	
participants	to	generate	solutions	for.
2. Assemble	participants	into	teams,	provide	each	team	with	markers	and	an	
easel	pad/paper.
3. Present	the	challenge	to	the	team,	and	ask	each	team	to	work	at	creating	
(sketching)	the	worst	solution	possible	over	the	course	of	the	next	10	
minutes.
4. Set	your	timer	for	10	minutes	and	have	the	teams	begin.
5. When	10	minutes	are	up,	have	each	team	swap	their	solution	with	another.	
6. Each	team	then	has	10	minutes	to	imagine	and	write/sketch	the	
circumstances	in	which	the	“bad”	solution	would	be	a	good	one.
7. When	time	elapses,	have	each	team	present	the	bad	idea	they	were	given	
and	the	reframed	circumstances	they	came	up	with	that	would	make	it	a	
good	idea.	Allow	for	3-5	minutes	for	each	team.
Let’s Have lunch at
McDonalds!
Bad	Ideas
GENERATE
91
MATERIALS
Paper
Markers
Tape
PAIRS	WELL	WITH
Follow	up	with	additional	brainstorming	such	as	6-8-5,	
Design	Studio,	or	Lens	Brainstorming.
TIPS	&	CONSIDERATIONS
1. This	activity	works	best	for	broader	conceptual	challenges	(ex:	How	might	
we	make	the	experience	of	foreclosure	less	stressful)	than	“detail	design”	
questions	(ex:	how	should	our	application	form	work).
WHY	WE	USE	IT
We	often	misunderstand	“bad”	as	being	the	opposite	for	good,	and	in	our	
search	for	good	ideas	we	unconsciously	cut	ourselves	off	from	a	whole	set	of	
solutions.
By	examining	what	bad	ideas	might	look	like,	and	subsequently	looking	at	
situation	in	which	they	become	good,	we	both	expand	our	creativity	by	
breaking	down	our	aversion	to	“bad”	as	well	as	potentially	surface	ideas	we	
wouldn’t	otherwise	consider.
Let’s Have lunch at
McDonalds!
Lens	Brainstorm
GENERATE
93
How might we…
make saving for college
more rewarding?
USE	TO
Generate	ideas	for	solutions	to	a	problem	space	that	
satisfy	a	specific	set	of	characteristics.
PARTICIPANTS
3 or	more	people.
TIME
10	minutes	for	initial	collection.
3-5	minutes	per	person	for	presentation.
HOW	TO	DO	IT
1. Select	a	challenge/problem	space	and	set	of	3-5	adjectives	that	describe	the	
experience	the	group	would	like	their	future	creation	to	elicit.
2. Instruct	participants	that	they	will	be	brainstorming	solutions	for	the	
challenge	in	accordance	with	the	selected	adjectives.
3. You	will	provide	the	prompt	in	the	form	of	“How	might	we	[challenge]	more	
[adjective]?	Example:	How	might	we	make	saving	for	college	more	
rewarding?
4. Let	participants	know	that	they	will	have	90	seconds	per	adjective	and	will	
write	down	one	idea	per	post	it.
5. Begin	the	brainstorm	with	the	prompt	for	the	first	adjective.	After	90	
seconds,	repeat	the	prompt	using	the	next	adjective.	Repeat	until	you	have	
gone	through	all	of	the	selected	adjectives.
6. Have	each	participant	share	their	ideas	with	the	rest	of	the	group,	posting	
them	to	the	wall	as	they	go.
Lens	Brainstorm
GENERATE
94
MATERIALS
Post	Its
Markers
PAIRS	WELL	WITH
Often	followed	by	affinity	mapping	to	identify	common	
ideas	and	outliers	(which	aren’t	necessarily	bad	ideas)
TIPS	&	CONSIDERATIONS
1. The	adjectives	you	use	can	be	anything	(there	is	an	original	set	based	on	the	
activities	origins	in	game	design).	One	good	source	of	adjectives	are	the	
efforts	design	principles	if	any	have	been	established.
WHY	WE	USE	IT
A	lens	brainstorm	(often	paired	with	affinity	mapping)	can	act	as	a	good	catalyst	
for	a	more	detailed	design	brainstorm	such	as	a	Design	Studio.
How might we…
make saving for college
more rewarding?
6-8-5
GENERATE
95
USE	TO
Generate	a	large	number	of	ideas	or	answers	to	a	given	
challenge	or	questions.
PARTICIPANTS
2	or	more	people.
TIME
25	– 35	minutes	per	round
HOW	TO	DO	IT
1. Prior	to	the	workshop	or	activity,	select	a	challenge/topic	you’d	like	
participants	to	generate	solutions	for.
2. Provide	participants	with	paper	folded	(or	divided)	into	2	x	2	or	2	x	3	grids.
3. Instruct	participants	that	their	task	will	be	to–working	individually– sketch	
their	ideas	for	the	proposed	topic	using	the	provided	paper	with	one	
idea/division.	They	will	have	5	minutes	to	sketch	as	many	ideas	as	they	can	
with	the	goal	of	coming	up	to	6-8.
4. Set	your	timer	for	5	minutes	and	have	the	participants	begin	sketching.
5. When	5	minutes	have	elapsed,	provide	each	participant	with	3-5	minutes	to	
present	and	discuss	their	ideas	with	the	whole	group	(or	team	if	your	
workshop	is	broken	into	multiple	teams)
6. Repeat	the	process	as	you	see	fit	to	collect	more	ideas,	coaching	participants	
to	try	to	generate	new	ideas	based	on	what	they’ve	seen	in	the	previous	
rounds.
6-8-5
GENERATE
96
MATERIALS
Paper
Markers
Tape
PAIRS	WELL	WITH
Critique	(see	Design	Studio)	and	voting	based	activities
TIPS	&	CONSIDERATIONS
1. In	order	to	maintain	divergence,	focus	questions	and	discussion	on	
clarification	and	explanation	rather	than	analysis.
WHY	WE	USE	IT
Useful	for	giving	participants	an	opportunity	to	express	how	they	think	a	
product	or	service	might	look/work.	Like	other	divergent	thinking	activities,	this	
activity	also	pushes	participants	beyond	their	initial	idea,	which	typically	are	not	
the	“best”	ideas	to	emerge.
Also	useful	as	an	alternative	when	the	time	available	doesn’t	work	for	a	larger	
Design	Studio	activity.
Other	Common	Activities	for	Generation
Brain	Writing
“Silent”	brainstorming,	in	which	participants	add	their	ideas	to	lists	of	ideas	generated	
by	other	participants	using	those	lists	as	inspiration.
What	if?
A	variation	for	use	with	other	brainstorming	activities	where	the	facilitator	selectively	
adds	or	removes	a	constraint	to	the	problem	space.
SYNTHESIZE
97
REFINE
108
REFINE
109
DISCOVER SYNTHESIZE GENERATE REFINE
Initial
Insight Plan Release
EVALUATE
Refine
Iterate,	combine,	and	eliminate	solutions	based	on	analysis	and	appropriate	
variables	while	increasing	fidelity	until	one	(or	a	small	number)	of	solutions	
are	determined.
The	Design	Thinking	Process
Affinity	Mapping
REFINE
110
USE	TO
Allow	teams	to	find	shared	ideas	as	well	as	outliers.
PARTICIPANTS
2	or	more	people.
TIME
1-3	hours	depending	on	the	number	of	participants
HOW	TO	DO	IT
1. Begin	with	a	large	pool	of	related	items	posted	to	a	wall.	For	example,	the	
output	of	a	Lens	Brainstorm	or	Free	Listing	exercise.
2. Instruct	the	group	to	move	items	to	another	wall	(or	a	space	far	enough	on	
the	current	wall)	arranging	them	in	groups	according	to	how	similar	they	are	
to	form	“clusters”	of	similar	items.
• Participants	work	individually,	simultaneously,	and	shouldn’t	discuss	as	they	work.
• They	can	move	items	into	groups	created	by	others	or	rearrange	groups	that	don’t	
make	sense	to	them.
3. Once	all	items	have	been	moved	to	the	new	wall	or	space	and	any	
rearrangement	seems	to	have	diminished,	end	this	phase	of	the	activity.
4. Next,	work	with	the	group	to	assign	a	name	to	each	cluster.	Review	the	
contents	of	the	cluster	with	the	group	and	allow	them	to	suggest	names.	If	
the	group	agrees	that	a	cluster	represents	more	than	one	theme,	break	it	
apart.
Affinity	Mapping
REFINE
111
USE	TO
Allow	teams	to	find	shared	ideas	as	well	as	outliers.
PARTICIPANTS
2	or	more	people.
TIME
1-3	hours	depending	on	the	number	of	participants
HOW	TO	DO	IT
5. Review	the	groups	and	the	potential	group	names	with	the	participants.	
Have	participants	select	a	preferred	group	label	(You	may	use	a	simple	
show-of-hands	vote	if	necessary).
Affinity	Mapping
REFINE
112
MATERIALS
Post	its
Markers
PAIRS	WELL	WITH
Preceded	by	Free	Listing	or	other	brainstorming	
activities.	Followed	by	voting	activities.
WHY	WE	USE	IT
Understanding	similarities	and	outliers	can	be	helpful	for	discussions	of	priority,	
as	well	as	to	identify	outlier	ideas	that	can,	at	times,	hold	interesting	solutions	
that	are	otherwise	overlooked.
Dot	Voting
REFINE
114
USE	TO
Determine	relative	priority	or	interest	in	concepts	
based	on	participant	selection
PARTICIPANTS
3	or	more	people.
TIME
10	– 15	minutes
HOW	TO	DO	IT
1. Determine	a	total	number	of	votes	each	participant	will	be	given.	3	and	5	
are	common	choices.
2. Begin	with	a	pool	of	options	for	the	team	to	select	from.	Review	them	with	
the	participants	and	allow	participants	to	ask	clarifying	questions	as	needed.	
related	items	posted	to	a	wall.	For	example,	the	output	of	a	Lens	Brainstorm	
or	Free	Listing	exercise.
3. Instruct	participants	to	select	the	ideas	they	believe	are	most	important	(or	
most	worth	pursuing,	etc.)	and	note	place	dots	next	to	them.	If	they	think	an	
idea	is	particularly	important,	they	may	vote	more	than	once.
4. Participants	will	place	their	votes	simultaneously.
5. Tally	the	votes	and	arrange	the	items	according	to	most	to	least	votes.	
Discuss	the	resulting	arrangement	with	the	group.	Are	there	any	surprises?
Dot	Voting
REFINE
115
MATERIALS
Dot	Stickers
PAIRS	WELL	WITH
Precede	with	critique	in	order	to	help	make	sure	voting	
considers	relative	value	of	ideas..	
TIPS	&	CONSIDERATIONS
1. There	are	many	variations	on	this	activity,	including	blind	voting	ant	the	
$100	test.
2. Sometimes,	participants	will	change	their	votes	during	voting	based	on	
where	they	see	others	placing	their	votes.	If	concerned	about	this,	an	
alternative	is	to	have	all	participants	write	their	votes	down	on	a	piece	of	
paper	and	then	give	that	paper	to	another	participant	who	will	cast	their	
votes	.
WHY	WE	USE	IT
While	it	might	seem	overly	simple,	this	activity	is	a	quick	and	simple	way	to	see	
where	a	group’s	relative	interests	lie	and	can	be	useful	in	selecting	priorities	and	
directing	future	conversations.
Design	Studio
REFINE
119
USE	TO
Generate	a	large	number	of	ideas	and	then	build	
consensus	around	the	most	valuable	through	iteration	
and	consolidation.
PARTICIPANTS
2	or	more	people.
TIME
1-3	hours	depending	on	the	number	of	participants
HOW	TO	DO	IT
1. Prior	to	the	workshop	or	activity,	select	a	challenge/topic	you’d	like	
participants	to	generate	solutions	for,	typically	a	scenario	for	use	of	your	
product	or	service.
2. If	needed,	arrange	participants	in	teams	of	up	to	6	people.
3. Provide	participants	with	paper	folded	(or	divided)	into	2	x	2	or	2	x	3	grids.
4. Instruct	participants	that	their	task	will	be	to–working	individually– sketch	as	
many	ideas	as	possible	for	their	solution	in	8	minutes.	
5. At	the	end	of	8	minutes,	give	each	participant	3-5	minutes	to	have	each	
team	member	present	and	critique	their	ideas	with	their	teammates.
6. Once	all	participants	have	presented	and	received	critique,	have	each	
participant	sketch	one	idea	for	a	solution	based	now	on	their	previous	ideas,	
the	ideas	of	their	teammates,	the	critiques	they	heard,	and	any	new	ideas	
that	may	have	popped	into	their	head.	Again,	participants	will	use	the	
divided	paper	and	have	8	minutes	to	sketch.
7. Again,	once	time	is	up,	give	each	participant	3-5	minutes	to	have	each	team	
member	present	and	critique	their	ideas	with	their	teammates.
8. This	time,	participants	will	their	solutions	to	their	teammates	quickly	and	
then	critique	them	with	the	Participants	may	use	the	divided	paper	as	they	
wish.
Design	Studio
REFINE
120
USE	TO
Generate	a	large	number	of	ideas	and	then	build	
consensus	around	the	most	valuable	through	iteration	
and	consolidation.
PARTICIPANTS
2	or	more	people.
TIME
1-3	hours	depending	on	the	number	of	participants
HOW	TO	DO	IT
9. Once	each	team	member	has	presented	and	received	critique,	instruct	each	
team	that	they	will	now	be	given	20	minutes	to	work	together	to	sketch	a	
single	solution	based	on	all	of	the	ideas	and	critiques	they’ve	hear	up	until	
now,	using	whole	(undivided)	sheets	of	paper.
10.At	the	end	of	20	minutes,	give	each	team	5-8	minutes	to	present	their	
solution	to	the	others	and	receive	critique.
11.Close	with	a	discussion	of	the	similarities	and	differences	between	the	
concepts	the	teams	came	up	with.
Design	Studio
REFINE
121
MATERIALS
Paper
Markers
Tape
PAIRS	WELL	WITH
Follow	up	with	prototyping.	
TIPS	&	CONSIDERATIONS
1. Depending	on	the	scope	of	the	project/workshop,	you	may	find	it	useful	to	
assign	different	teams	different	persona/scenario	combinations.	However	
this	eliminates	your	ability	to	compare	how	different	teams	evolve	solutions	
for	the	same	contexts.
WHY	WE	USE	IT
Design	Studio	works	well	to	provide	teams	with	an	outlet	to	share	their	ideas	for	
detailed	designs	and	interactions	as	well	as	find	and	build	consensus	in	a	final	
direction	based	on	value	rather	than	personal	preference.
Other	Common	Activities	for	Refinement
Critique
Critical	Thinking	based	discussion	of	an	idea	to	analyze	it	against	its	objectives	and	
determine	which	aspect	do	or	do	not	work	towards	them	and	why.
Prototyping
Creating	a	representation	of	the	creation	that	can	be	interacted	with	by	users	in	order	
to	understand	its	effect	on	their	experience.
REFINE
122
3	Kinds	of	Feedback
REFINE
Reaction
Direction
Critique
Good	lord!	That’s	awful!	An	inebriated	cocker	spaniel	
could	have	done	better!
You	should	have	made	all	of	those	radio	buttons	a	drop	
down	[,because…]
If	the	objective	is	for	users	to	consider	the	impact	to	their	
bank	balance	before	making	a	purchase,	placing	the	balance	
at	the	bottom	of	the	screen	at	the	same	size	as	all	the	other	
numbers	isn’t	effective	because	it	gets	lost	in	all	of	the	other	
information.
123
The	Critique	Framework
REFINE
What	is	an	objective	of	the	design?
Which	elements	or	aspects	of	the	design	are	relevant	to	the	objective?
Are	those	elements	effective	in	achieving	the	objective?
Why	or	why	not?
124
The	Critique	Framework
REFINE
What	is	an	objective	of	the	design?
If	the	objective	is	for	users	to	consider	the	impact	to
their	bank	balance	before	making	a	purchase…
Which	elements	or	aspects	of	the	design	are	relevant	to	the	objective?
Are	those	elements	effective	in	achieving	the	objective?
Why	or	why	not?
125
The	Critique	Framework
REFINE
What	is	an	objective	of	the	design?
If	the	objective	is	for	users	to	consider	the	impact	to
their	bank	balance	before	making	a	purchase…
Which	elements	or	aspects	of	the	design	are	relevant	to	the	objective?
…placing	the	balance	at	the	bottom	of	the	screen	at
the	same	size	as	all	the	other	numbers…
Are	those	elements	effective	in	achieving	the	objective?
Why	or	why	not?
126
The	Critique	Framework
REFINE
What	is	an	objective	of	the	design?
If	the	objective	is	for	users	to	consider	the	impact	to
their	bank	balance	before	making	a	purchase…
Which	elements	or	aspects	of	the	design	are	relevant	to	the	objective?
…placing	the	balance	at	the	bottom	of	the	screen	at
the	same	size	as	all	the	other	numbers…
Are	those	elements	effective	in	achieving	the	objective?
…isn’t	effective…
Why	or	why	not?
127
The	Critique	Framework
REFINE
What	is	an	objective	of	the	design?
If	the	objective	is	for	users	to	consider	the	impact	to
their	bank	balance	before	making	a	purchase…
Which	elements	or	aspects	of	the	design	are	relevant	to	the	objective?
…placing	the	balance	at	the	bottom	of	the	screen	at
the	same	size	as	all	the	other	numbers…
Are	those	elements	effective	in	achieving	the	objective?
…isn’t	effective…
Why	or	why	not?
…because	it	gets	lost	in	all	of	the	other	information.
128
MAKING	IT	WORK
LOGISTICS	&	LITTLE	THINGS
129
Materials
• Gather	the	appropriate	materials	based	on	your	selected	activities.	Always	bring	
extra.
Common	Materials
• Post	Its	(Various	Colors	&	Sizes)
• Markers	(Various	Colors)
• Blank	Paper
• Easel	Pads
• Tape	(we	use	painters	tape)
• Index	Cards
• Dot	Stickers
• A	Timer
• Printouts	can	be	useful.	Think	about	anything	that	participants	might	need	for	
reference.
LOGISTICS
130
Sometimes	Useful
• Pipe	Cleaners
• Block/Bricks
• Foam
• Scissors
• Video	Camera
Space
• Make	sure	the	space	is	large	enough.	It	can	get	loud	when	groups	are	working	and	
discussing.	You	need	enough	space	for	each	team	to	not	feel	crowded	and	for	
people	to	be	able	to	move	around	freely.
• Sometimes	breakout	rooms	can	be	useful,	but	they	can	also	complicate	overall	facilitation	and	
transporting	of	things	back	and	forth.
• Plenty	of	wall	space	for	posting	ideas	and	notes	(and	the	blessing	of	facilities	to	do	
so)
• Good	lighting,	including	daylight
• Whiteboard
LOGISTICS
131
Setup
LOGISTICS
132
This! Not	This. Or	This.
Back	To	Agendas
• Make	sure	you	incorporate	breaks.	Try	for	15-20	minute	breaks	every	90-120	
minutes.
• Lunch	should	be	no	less	than	45	minutes.	Try	to	avoid	“working	lunches.”
• Provide	snacks	(and	lunch	if	possible).	Not	just	caffeine	and	sugar	though.
• Don’t	start	before	9	and	don’t	end	after	5.	9:30-4:30	is	good.
• Never	plan	to	start	on	time.
LOGISTICS
133
WRAPPING	UP
140
Here	lie	our	best	intentions….
We	often	look	backwards	and	wish	we’d	done	things	differently.
What	if	we	looked	ahead	and	tried	to	predict	what	might	go	
wrong	so	we	can	be	prepared.
WRAPPING	UP
142
Premortem
WRAPPING	UP
143
USE	TO
Help	teams	prepare	for	predictable	obstacles	to	their	
success.
TIME
20	– 25	minutes
HOW	TO	DO	IT
1. Ask	the	group	to	share	their	concerns	and	ideas	about	the	things	that	will	
prevent	the	project	and	their	efforts	from	succeeding.	Capture	these	items	
on	a	whiteboard	as	you	go.
2. After	about	10	minutes,	switch	to	discussing	what	will	be	needed	to	prevent	
the	obstacles	from	occurring	or	to	avoid	their	derailment	of	the	project.
3. Capture	these	comments	alongside	their	problems	they	address.	surprises?
How WILL OUR
EFFORTS FAIL?
Closing	Out	The	Workshop
• Review	the	insights	that	emerged	over	the	course	of	the	workshop:	patterns,	
outliers,	assumptions,	agreements,	etc.
• Don’t	expect	workshops	to	produce	THE	answer.	Instead	they	are	more	like	
research,	they	point	you	in	the	direction	of	the	answer(s).
• Share	next	steps	and	assign	responsibility	if	necessary	(there	are	activities	that	can	
help	with	this	as	well).	The	key	to	a	successful	workshop	is	MOMENTUM.
• And…	THANK	EVERYONE!
LOGISTICS
145
THANK	YOU!
146
Adam	Connor
VP	Organizational	Design	&	Training,	Experience	Designer
aconnor@madpow.net
Twitter:	@adamconnor

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