5 WHYS The 5 WHY’s is a technique used to get to the root cause of the problem, with the understanding that by repeatedly asking the question “Why” you can peel away the layers of symptoms that obscure it. Examine the issue statement. Ask the question “Why”. Often the ostensible reason for an issue will lead you to another question. Ask the question “Why” again, and repeatedly ask the question “Why” (five is a good rule of thumb) problem until you find the issue related to a problem. The final “Why” leads to a statement (root cause) that the team can take action upon. TOUCHPOINT MATRIX The Touchpoint Matrix identifies points at which difference happens and opinions are formed. List vertically the different devices or contexts that are part of the system List horizontally the main actions that are supported by the system itself. Once this structure has been composed put a specific persona inside and imagine his/her journey through the different touch-points, connecting the related dots. The matrix brings a deeper comprehension of the interaction and facilitates a further development of the opportunities given by the system. It identifies the possible entry points and paths, shifting the focus of the design activities to connections. MOTIVATION MATRIX The Motivation Matrix provides a detailed understanding of the connections between the different actors of the system. List vertically as many stakeholders/actors as you can think of. List horizontally what each stakeholder/actor needs or wants from the system. Assuming the point of view of each stakeholder with his/her interests, investigate and brainstorm about solutions. By gathering the real partners involved in the solution and their expected benefits, interactions between partners can emerge in terms of synergies and potential conflicts that the designers have to investigate. CAUSES DIAGRAM The Causes Diagram helps think through a problem and analyze it from several angles, and helps participants move beyond simple correlations to developing more insights about root causes. First, write down the exact problem you face in a box on the right-hand side of a large sheet of paper. Draw a line across the paper horizontally from the box. This arrangement gives you space to develop ideas. Next, identify the factors that may be part of the problem. These may include: Core Problem Direct causes Underlying symptoms - can stem from direct causes Contribution factors - relates to prevalent symptoms that perpetuate the problem. Now, for each of the factors you considered in step 2, brainstorm possible causes of the problem that may be related to the factor. GENERATE, SORT, COLLECT, ELABORATE Generate, Sort, Collect, Elaborate organizes understanding of a topic through concept mapping. Select a topic, concept, or issue for which you want to map your understanding. Generate a list of ideas and initial thoughts that come to mind when you think about this particular topic/issue. Sort your ideas according to how central or tangential they are. Place central ideas near the center and more tangential ideas toward the outside of the page. Connect your ideas by drawing connecting lines between ideas that have something in common. Explain and write in a short sentence how the ideas are connected. Elaborate on any of the ideas/thoughts you have written so far by adding new ideas that expand, extend, or add to your initial ideas. 3-2-1 BRIDGE The 3-2-1 Bridge is a method for activating prior knowledge and making connections. Use a prompt or a trigger (Ex: A Quality Education for All Learners). Ask each person to think about 3 thoughts, 1 Question and 1 Analogy (or metaphor) that comes to mind when they think of the prompt. After mapping with stakeholders have the group repeat the same steps. Ask them what changed in their thinking. This is a good way to see how our thinking has changed. Cluster ideas that come up with 3-2-1 Bridge and use this as a way to form issue statements. PARTS PURPOSE COMPLEXITIES X. X COLOR SYMBOL WORD Color, Symbol, Word is a method for distilling the essence of ideas non-verbally. As you are reading/listening/watching, make note of things that you find interesting, important, or insightful. When you finish, choose 3 of these items that most stand out for you. Color: Choose a color that you feel best represents or captures the essence of that idea. Symbol: Choose a symbol that you feel best represents or captures the essence of that idea. Image: Choose an image that you feel best represents or captures the essence of that idea. Share with the group. SCAMPER The Scamper method transforms an initial idea or product into new ideas. Create a template of tags: Substitute Combine Adapt Magnify Put to other use Eliminate Rearrange Place an initial idea (draft of the proposal) in the center of the sheet and arrange the tags of the template around it. Convert the initial product or idea into new ideas, using the actions described in the template. Try to find at least 2-3 ideas for each stage and draw them on big labels which you place around the checklist. 6 THINKING HATS The 6 Thinking Hats method is an effective way of decision taking in groups. The 6 types of thinking are symbolized with hats of different colors, which you can wear only one at a time: White (neutral) – Facts: Inconvertible truths known or yet to learn Yellow (bright)- Positive thoughts: Benefits, advantages, unique aspects Black (dark) – Negative thoughts: Barriers, threats, fears Green (growth) – Creative thoughts: Alternatives, new possibilities Red (warm)- Emotional thoughts: Feelings, intuition Blue (sky)- Control: Next steps to take, planning, overview Use all these types of thinking in a separate and consequent way to decide on a theme. Assure all team members give their complete evaluation on the topic, without discussions, mixing thoughts (Yes, but…) or participants sticking to one opinion. THEORY OF CHANGE A Theory of Change is a roadmap that outlines planned steps to achieve your goal. It helps you define whether your work is contributing towards achieving the impact you envision, and if there is another way that you need to consider as well. Note the main problem you want to solve and long term vision on the change you want to accomplish. Complete the other boxes, such as your key audience and your entry point to reach that audience. Try to be as specific as possible. Work outwards from your defining problem, and towards your long-term impact. Write down the people that are most affected by the issue that you’ve identified and who you hope to help with your work. Think about where to start your work. Think of some practical steps you can take to make changes – like creating partnerships, or making tweaks to existing processes. Try to keep these as action-oriented as possible. List the key outcomes that would result from your activity: these are the preconditions you need to realize your vision. SHAPING OUTCOMES LOGIC Outcomes Logic model is a narrative or diagram which describes the logically related parts of a program, showing the links between audience needs, program activities, expected program outcomes, and how those outcomes will be evaluated. 1. Situation definition - program partners and stakeholders: What is the program name? What partners are involved? Who are the program’s stakeholders? What does each stakeholder want to know? (include yourself, your target audience, partners, any other stakeholders) 2. Program planning - connecting needs, solutions, and results: Who is audience? What are needs of audience? What are some audience considerations? What solution fulfills the needs? What will desired results be? 3. Logic model summary - program purpose statement: We do what? For whom? For what outcome/ benefit? 4. Program elements: Inputs/Outputs, Activities/Outputs, Services/Outputs 5. Analyze Outcomes STOP/WALK Stop/Walk is a quick ice-breaker exercise to free people up to think creatively. Provide a large room to walk around in. Ask participants to walk around the room and fill the space - about a min. Ask them to stop. Now explain that when you say WALK, they stop and when you say STOP they walk. Have the group start walking by saying STOP then vary the number of times you say WALK. Say things like “walk faster walk faster” or suddenly scream STOP!!! There will be some confusion. The idea is to challenge the brain from the conditioning associated with the words. NAME EVERYTHING Stop/Walk is a quick ice-breaker exercise to free people up to think creatively. Name Everything: Performers point repeatedly at objects in the room and say their names out loud. They have to keep going as quickly as possible. There should be no logical links between the objects being pointed out. Name Everything Wrong: Same as above but the performer has to point to the thing and name it something it isn’t. Again there should be no connection between the objects, if there is, they stop and someone else gets to go. For example, point to the fan and call it a shoe, point to a cup and call it a mustache etc. UNLIKELY CONNECTIONS Stop/Walk is a quick ice-breaker exercise to free people up to think creatively. Find 3 similarities between pairs of disconnected items such as: rat and a refrigerator donkey and a door YES AND/BUT Stop/Walk is a quick ice-breaker exercise to free people up to think creatively. Yes and: Participants line up in two lines facing each other (hassle line) they are given a topic and they all improvise a scene with their partner in which each sentence they say begins with the Yes and. The idea is that they take the first persons idea and extend it. A scenario might be a mother and daughter at the train station or two people waiting for the bus. Yes but: In the same vein performers begin every sentence with yes but the idea here is to block the other person’s idea and state your own. The facilitator can choose to start with either. BRAINSTORMING Facilitated Brainstorming is a way to come up with many, wide-ranging ideas 1. Lead the group in a Brainstorming exercise to come up with a large range of ideas and proposals using the following rules: Brainstorming Rules: (DTFE) a. Defer Judgement: There are no bad ideas at this point. There will be time to narrow down later. b. Encourage Wild Ideas: Even if an idea does not seem realistic it may spark an idea in someone else c. Build on others Ideas: Think “and” rather than “but” d. Stay focused on the topic: Keep brainstorm questions in mind e. One Conversation at a Time: (in your small groups all ideas need to be heard so they can be built upon f. Be visual: Draw ideas, write big, one idea per post-it g. Go for Quality: Set an outrageous goal and surpass it. Lots of ideas 2. Share with group 100 IDEAS A quick brainstorming technique Brainstorm on (separate) post-its 100 quick ideas as a group. Cluster the ideas. Choose one area and articulate another 100 ideas CRAZY 8 A quick brainstorming technique (8- ideas 30 seconds each.) Each member of the team gets 8 cards / sheets of paper. Set a 30 second timer and draw one idea every 30 seconds. The team puts out 3 x 8 = 24 ideas. The team lays these ideas out and discusses them surfacing connections, big ideas, questions and possible ways forward. BRAINWRITING A quick brainstorming technique 1. Present the problem, in a way that invites solutions, for example by initiating the problem phrase with “How can you…?” 2. Situate groups of 6 around a table and hand out a sheet of large 11x17 paper to each participant. Split the paper into 6 segments (3 on the top half and 3 on the bottom) Take 3 minutes for the participants to draw an initial idea (one only!) on the first upper left segment of the sheet. Now the sheets are passed to the neighbor on the right, who in continuation has 3 minutes to create a new idea building on the idea(s) which are already drawn on the sheet. The sheets keep passing until all labels are filled. 3. When sufficient ideas have been generated, mix the sheets of ideas within the group for review and take time to arrange the ideas by families on empty maps, with the group’s consent and awareness. SELECTING PROMISING IDEAS Selecting and synthesizing favorite ideas 1. Cluster ideas: group ideas that are similar 2. Vote for favorite ideas: in silence all participants vote for 2-3 ideas. Different selection techniques can be used, including: a. Post-it voting – each team member gets three post-its and marks three ideas that he/she are favorites. Independent voting allows all team members to have a voice. b. The four categories method – the method encourages you to hang onto those crazy but meaningful ideas. Elect one or two ideas for each of these four categories: the rational choice, the most likely to delight, the darling, and the long shot. c. Bingo selection method – like the four categories method, this is designed to help preserve innovation potential. Choose ideas that inspire you to build in different form factors: a physical prototype, a digital prototype, and an experience prototype. 3. Mark those that are buildable and those that are too far out 4. Discuss the results: Choose 3 ideas to take forward