Chapter 5. Games for Opening

OPENING IS TAKING THE FIRST STEP INTO AN EMPTY SPACE. Games that open are focused on framing and describing the bounds of that space and then jumping headfirst into it. In some cases, they foster the spark that produces a large and diverse set of ideas. In other cases, they quickly map out the space in time and scope to be explored.

Some are complete exercises that stand on their own, and others are building blocks that can be composed into larger forms.

When you're facing a blank space, the most difficult mark to make is the first one. Games that open make that mark and serve up the deluge that comes after.

You will need a topic on which to brainstorm ideas, boiled down to two words. This could be an existing problem, such as "energy efficiency," or it could be focused on creating something new, such as "tomorrow's television."

Although the two words could be presented as a full challenge question, such as "How will tomorrow's television work?" it is best to avoid doing this right away. By focusing on two words that signify the topic, you will aim to evoke thinking about its defining aspects first, before moving into new concepts or proposing solutions.

To set up the game, distribute a stack of index cards and markers to all the participants. Everyone should have a fair number of cards available. The game should begin immediately after the rules have been explained.

3 Minutes: Generate a Pool of Aspects.

For the first three minutes of the exercise, participants are asked to think about the characteristics of the topic at hand and to write down as many of them as they can on separate index cards. It may accelerate the group's process to think in terms of "nouns and verbs" that come to mind when thinking about the subject, or to free-associate. As in all brainstorming, no filtering should be put on this phase, in which the goal is a large pool of aspects in a small window of three minutes.

12 Minutes: Develop Concepts.

At this point the group is divided into pairs. Each team draws three cards randomly from the pool. With these as thought starters, the teams now have 12 minutes to develop a concept to present back to the larger group.

If the two topic words are sufficient to explain the challenge, the clock starts and the teams begin. If there is any doubt, reveal a more fleshed-out version of the topic's focus, such as "How will we become more energy-efficient next quarter?"

In developing concepts to present, teams may create rough sketches, prototypes, or other media—the key is in preparing for a short (three-minute maximum) presentation of their concept back to the group.

3 Minutes: Make Presentations.

When presenting to the larger group, teams may reveal the cards that they drew and how the cards influenced their thinking. Again, tight time keeping is critical here—every team should have a maximum of three minutes to present their concept. After every team has presented, the entire group may reflect on what was uncovered.