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Mini Workout Library

The document outlines a series of creative mini-workouts designed to enhance human-centered design and innovation techniques. Each workout is a brief, engaging activity aimed at introducing new design tools and methods, suitable for quick practice during breaks or brainstorming sessions. The document includes various activities, their durations, and instructions to help individuals and teams explore and apply creative mindsets effectively.

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rania.milad
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
3 views20 pages

Mini Workout Library

The document outlines a series of creative mini-workouts designed to enhance human-centered design and innovation techniques. Each workout is a brief, engaging activity aimed at introducing new design tools and methods, suitable for quick practice during breaks or brainstorming sessions. The document includes various activities, their durations, and instructions to help individuals and teams explore and apply creative mindsets effectively.

Uploaded by

rania.milad
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Creative

Mini Workouts
Library

Developed by:
Accelerate Impact Creative Mini Workouts
Are you looking for a quick opportunity to practice Each mini-workout is a quick, fun activity that will introduce you to a new
your creative mindsets? Do you want to learn new tool or method of design or creative mindset. They’re perfect for trying out
design tools and methods but don’t know where to during a lunch break oras a warm-up for a brainstorming session. We hope they
start? Look no further! We’ve created a series of creative inspire you to incorporate new creative practices into your work and life. We
mini-workouts to help you get started with Human- hope you enjoy these mini-workouts and find them useful in your innovation
Centered Design and other innovation techniques. journey. Let us know which ones you try and how they work for you!

1 HOUR 1-2 HOURS 1 HOUR 1 HOUR 1 HOUR

Analogous Inspiration Co-Design Something Draw Your Day Reverse Prototype It! Assumption Storming
Identify and explore new contexts In Your Life Sketch your day to Practice prototyping through Surface and explore the underlying
to gain new perspectives on Leverage How Might We questions practice communicating reverse engineering your favorite assumptions you are making
your design challenge. to explore opportunities and create complex ideas. smartphone app about a context or a problem.
YOU CAN FIND THIS CREATIVE solutions with a loved one. YOU CAN FIND THIS CREATIVE YOU CAN FIND THIS CREATIVE YOU CAN FIND THIS CREATIVE
MINI WORKOUT ON PAGE 2. MINI WORKOUT ON PAGE 6. MINI WORKOUT ON PAGE 7. MINI WORKOUT ON PAGE 8.
YOU CAN FIND THIS CREATIVE
MINI WORKOUT ON PAGE 3.

1-2 HOURS 1-2 HOURS 1 HOUR 1 HOUR 1 HOUR

Color Walk Gamify It Photo Diary Test your Assumptions Feedback is a Gift
Go for a walk to get Create a game to teach Get a window into Practice testing your assumptions Practice giving and receiving
inspired & notice patterns. a new idea or incentivize someone else’s life. by engagingwith a colleague or feedback and iterating
YOU CAN FIND THIS CREATIVE a new behaviour. YOU CAN FIND THIS CREATIVE loved one in an activity to improve.
MINI WORKOUT ON PAGE 11. YOU CAN FIND THIS CREATIVE MINI WORKOUT ON PAGE 15. YOU CAN FIND THIS CREATIVE YOU CAN FIND THIS CREATIVE
MINI WORKOUT ON PAGE 12. MINI WORKOUT ON PAGE 16. MINI WORKOUT ON PAGE 18.
1 hour Analogous Inspiration
When teams struggle to innovate, it’s often because they
fail to look outside their organisation for inspiration. Unlike
competitive research, analogies force teams to look at radically
different industries and offerings to apply a new perspective
to a familiar challenge.
Here is how to use analogies:

1 Sit down with your team to discuss what aspects of


your challenge you want to explore further. For example,
if you are designing for medical staff in hospitals and
are interested in understanding extreme time pressure
or decisions where the stakes are high, consider spaces
that are related to the design challenge but share
enough characteristics that there could be overlap.
In the case of the hospital, you might explore the extreme
time pressure at an airport, or for decisions where the
stakes are high, a police training academy or fire station.
Observe and interview people in these analogous

Analogous
locations.

2 Make an analogous inspiration board. Saturate a space


with photos and quotes from your analogous space;
this can help the team share inspiration, or bring in

Inspiration
Identify and explore new contexts to gain
the analogous insight later in the process.

Project Example
new perspectives on your design challenge. Recently in a project in Tajikistan where we wanted to re-imagine
a community center for youth the design team visited a successful
co-working space and a cafe to understand what attracted youth
to those places and what elements were creating a sense
of belonging.
3
1-2 hours

Co-Design Something
in Your Life
Do you have a challenge or problem at home that your family
has struggled to solve? Maybe it is keeping coats and shoes
tidy by the front door. Maybe it is delegating chores. Maybe
it is keeping the bathroom clean. When you work together
to find a solution to the problem, whatever you implement
is more likely to succeed!

Co-Design using How Might We questions can help any team


you are working with (be it your family or your co-workers) to
frame opportunities that will drive a collaborative brainstorming

Co-Design process. These questions should: create a sense of shared


optimism that there is an opportunity to improve the situation

Something (the HOW), invite participation from the group and rally
everyone around a shared goal (the WE), and be open-ended
and generative rather than a question with one “right’ answer

in Your Life
Leverage How Might We questions to explore opportunities
(the MIGHT). These questions invite the brainstorm participants
to consider many options before committing to one.

and create solutions with a loved one.

4
60 - 120 minutes
Instructions: First, generate a How Might We question based on the Point of View statement you

HOW MIGHT WE QUESTIONS wrote on the previous page. Focus on the needs you identified. Think of the large box at the top as
the HMW that will meet your stakeholder’s most important need (box D form last page). This can be
built from your POV statement. Next, answer the prompts below and use your answers to create new
HMW questions.

HERE’S HOW IT WORKS...


HOW MIGHT WE... (VERB THAT IMPLIES CHANGE) + (STAKEHOLDER) + (OPPORTUNITY)?
1. Gather as a group. Find a problem that you all face together.
2. Now, use the attached tool to create a HMW question to help your group B D
solve the problem.
• HMW all do our part to keep the bathroom clean?
• HMW all remember to put away our jackets and shoes when we come home?
3. Once you have agreed upon a list of 3-5 HMW questions, prepare
to brainstorm. First, share the rules of brainstorming below.
• Defer judgement — hold off on evaluating the idea as good or bad until later.
• Go for volume — try to come up with as many ideas as possible.
• Encourage wild ideas — don’t limit yourself! Think outside of the box!
• Build on the ideas of others “Yes, and!” — through working together you will
generate more creative solutions.

4. Now, facilitate a brainstorming process of generating many solutions to each


of the HMW questions.
5. Next, as a group, select the most promising solutions. You can use the criteria
of “Most likely to succeed...”
6. Lastly, pick one solution and “prototype” it. Take an experimental approach to learn
about a solution before you commit for the long-term. After you have tried something
out, reflect as a group on what worked well and what didn’t. Use the feedback protocol:
“I like, I wish, I wonder.” Then, try tweaking the idea to improve it and try again. Or,
move on to the next idea.

POSSIBLE VERBS TO USE...

A high-quality How Might We Question should Avoid How Might We


Help Create Remind Restore Customise also feel actionable and inspiring. When you questions that are too
read the question out loud to the team, if there vague or lack a specific
Encourage Provide Change Shift Develop are not a few ideias that you generate quickly stakeholder. Focus on
then it might need some more iteration to refo- human-centred ques-
Motivate Inspire Increase Ignite Build
cus on the stakeholders, the opportunity, and tions that seem actio-
Empower Incentivise Decrease Spark Amplify the verb that will help you achieve the change nable and inspiring for
you want. Return to the worksheets the team.
Educate Prompt Challenge Support Accelerate to guide the work.

5
1 hour

Draw your Day


Practice your new sketching skills to communicate
the interconnected parts of your day as one drawing.
Here’s how it works:

1 Start by watching the wonderful TED talk by Tom Wujec


called, “Got a wicked problem? First tell me how you
make toast.”
• Have between 5-13 links and nodes in your drawing.
• Try drawing things in different ways. Be Iterative.
• Synthesize your drawing to communicate insights.

2 Your daily routine is an interconnected set of actions,


events, and environments. Use the lessons from Draw
Toast to communicate your day.

3 Consider what you might learn from drawing


such a complex system like your daily routine.
How might you use these lessons to draw new ideas

Draw Tips
or communicate something visually to your team?

Your Day
Sketch your day to practice
If your whole day is too much information, consider focusing
on just your morning routine or a single meeting.
Remember that practice is never perfect. So have fun.
communicating complex ideas.

6
Reverse Prototype It!
1 hour In this mini workout, use the wireframe attached to sketch out
the experience of using your favorite smartphone app. Then use
the wireframe to sketch out a possible improvement to the app.
Here’s how it works:

1 Open your favorite app on your smartphone.

2 Sketch out the first screen that you see on Template #1.
Include logos, images, buttons, menus, search fields and
boxes for entering text. Consider how the user navigates
to the next screen.

3 Move to the next screen. Sketch out the next screen that
you see on Template #2. Include logos, images, buttons,
menus, search fields and boxes for entering text.
Consider how the user navigates to the next screen.

4 Move to the next screen. Sketch out the next screen that
you see on Template #3. Include logos, images, buttons,

Reverse menus, search fields and boxes for entering text.


Consider how the user navigates to the next screen.

5 Now, review the three wireframes you sketched out.

Prototype It! Is there an element of this app that you would like to
change or add? Identify where in the app you want to
make the change or add the new element and sketch
it into the wireframe with a pen of a different color.
Practice prototyping through reverse Use Template #4 if needed for your addition.
engineering your favorite smartphone app.

6 Finally, share your iteration of the app with


another person and get their feedback.

7
3-4 hours

Assumption Storming
It’s human nature to make assumptions about a situation –
we are wired to draw from previous experiences, assess a
situation and make predictions about what we think is going
on. But, sometimes our assumptions prevent us from seeing
the underlying causes of a problem and keep us from creating
the most effective solutions.

Assumption Storming can help a team to identify the assumptions


they are making and explore those assumptions to gain clarity
about what is really going on.

Here is how to facilitate an Assumption Storm:

1 Select a specific project you are working on right now.


If you are working on a team, gather them together.

2 Now, brainstorm all the assumptions you and your team

Assumption
might be making about the project, the problem you are
trying to solve and the community you hope to serve.

Storming 3 Next, identify which of these assumptions you


and your team are least certain are true.

Surface and explore the underlying assumptions


you are making about a context or a problem
4 Use the attached Prototyping tools to test those
assumptions through engaging stakeholders to
get their perspective on the problem.

8
30 minutes 30 minutes

WHAT IS A PROTOTYPE? Instructions: As a part of the work of developing your


idea, you are going to create low-cost, low-time investment
TYPES OF PROTOTYPES Instructions: Prototypes can take many forms. Below
are several strategies for building prototypes and testing
prototypes to test the assumptions you are making and ideas. Online strategies are also included for each form.
get feedback from stakeholders. Use this resource to
understand the best approaches to designing prototypes.

1. DESIGN A PROTOTYPE 2. PROTOTYPING STRATEGIES


• Prototypes are quick experiments designed to create a solution for an entire grade level,
to test the assumptions behind the idea you start with engaging three or four students. Diagrams are a great way to visualize a complex system and describe how it
generated. Your goal is to learn more about Then test the solution with a whole class. works. Try creating a diagram of a solution (people, resources, organizations,
your idea, not to validate your idea as correct. Then move to testing the solution with actions, etc.,) and sharing it with a stakeholder to discuss.
the entire grade level.
• Good prototypes ask specific questions and
create activities to help you find the answers • By starting small to test assumptions and get Online Prototyping Strategies
to those questions. information about whether your idea will meet Testing a diagram prototype online works much like testing a diagram in person.
the need of the stakeholder, you are giving Be sure to have a digital version of your diagram (a slide deck, MURAL board
• Good prototypes do not require a lot of time
yourself room to have an idea fail or need major or a photograph of a hand-diagram) Connect via video conference, share your
investment to prepare. When designing your DIAGRAMS screen, review the diagram and then discuss. If you are using a MURAL board or
changes before you proceed. When you launch
prototype, think of all the ways that you can test
an initiative at scale, you have less room to pivot other collaborative platform, invite the stakeholders to make additions or changes.
your assumptions without spending a lot of time
or change course.
planning and preparing.
• Good prototypes should not feel risky. By start-
• Good prototypes do not require a lot of mon-
ing small, you are engaging a group of trusted Models provide the design team with a great opportunity to explore the form
ey. When designing your prototype, think of all
individuals to give you honest feedback before and function of a solution. Making a model is an interactive way for stakeholders
the ways you can test your assumptions without
you scale your idea to the whole group. to engage with the idea in a more tangible way. Build your model with cheap
spending a lot of money or using a lot
materials and scale it down if the solution is large (like a building). Then, put it
of resources. • Good prototypes take place in the real world.
in the hands of your stakeholders and discuss.
Instead of mocking up an idea, take your small
• Good prototypes are small. Here’s an example:
scale prototype to real stakeholders to try out.
if you want to test a prototype of a 100 person Online Prototyping Strategies
event, start by throwing a party for ten. Even- • Prototyping is different than piloting an idea. Testing models online can be challenging. Push your team to think of creative
tually you will need to make your prototypes Prototyping is about answering questions
MODELS ways to share your model digitally. Take photos or video of your team using and
closer to the size of the full implementation about the idea itself and how it will impact exploring the model. Share those with the stakeholders during a video conference
of the idea, but in the beginning test those the stakeholder. Piloting is about figuring and then allow the stakeholders to ask questions. Further demonstrate the model
assumptions with a small group. If you want out how an idea will work once it is at scale. based on the questions from stakeholders. Then, discuss and debrief.

ONLINE STRATEGIES
Meetings are an effective prototype when your solution is related to an event,
• Testing prototypes in person is preferred. However, if you are not able to connect with a classroom experience or some other interaction between two or more people,
your stakeholders in person, think about the tools you have for connecting (phone, video designing a small meeting as a prototype can be helpful. Create the invitation
conference, etc.). to the meeting (including an explanation of the objectives of the meeting),
• Based on the tools you have to reach your stakeholders, design an experience for your create the agenda, any handouts or other materials, etc. Then hold the
stakeholders to test your idea. Get creative with the advantages of these tools to test meeting, complete the activities and debrief the experience at the end.
specific assumptions you are making.
Online Prototyping Strategies
• While your prototype might not be able to approximate an in person experience,
you can still test the assumptions you are making. Testing a meeting prototype online functions similarly to testing a meeting
MEETINGS prototype in person. Be sure to take into consideration the context of meeting
online and how to design for that context while meeting the larger objectives
of the prototype. Then, schedule your online meeting, host the meeting
and debrief afterwards.

Prototyping in person and proto-


Remember that good prototypes
typing in an online environment This is not an exhaustive list -- if your
are designed to answer specific Whatever form your prototype
require different strategies. Use team comes up with other formats
questions while not requiring a takes, be sure that it is low-cost
the resources ehre to deisgn for prototypes, that’s great!
lot of time or money to complete. and low-time investment!
your approach.
9
30 minutes 60 minutes

TYPES OF PROTOTYPES Instructions: Prototypes can take many forms. Below


are several strategies for building prototypes and testing
SELECTING THE BEST Instructions: Now that your design team has sketched
out a variety of possible prototyping strategies, discuss
ideas. Online strategies are also included for each form. PROTOTYPING STRATEGY which strategy will be most effective for testing your priority
assumptions. Use the tool below to reflect on what you are
going to test and why it will help you learn about your idea.

Using advertisements to gauge interest in a product, service or experience can


be a helpful, quick way to get important feedback from stakeholders. Simply create We believe that...
a paper advertisement, an audio advertisement or a commercial for television and (solution)
then share it with stakeholders. Be sure the advertisement contains all the essential
information needed for the stakeholder to determine their interest. Then, debrief with
the stakeholder to ask them if they would be interested in purchasing or participating
in this solution.

Online Prototyping Strategies


Will create better outcomes for stakeholders because...
ADVERTISEMENT Testing an advertisement prototype online functions similarly to testing a meeting (assumption)
prototype in person. Share your advertisement prototype via email and/or while
sharing your screen during a video conference and then debrief with the
stakeholder about their interest in the solution.

Creating wire frames is a common practice for graphic designers and web/app
developers. Creating wire frames is a quick way to visually map out the interface
or interactions of a digital product. Include sketches of landing pages, instructions
and buttons and show the connections. Then, have the stakeholder “interact” In order to test that assumption, we are going to try...
with the paper wire frame and give feedback. (prototype strategy)

Online Prototyping Strategies


Testing a wire frame prototype online functions similarly to testing a wire frame
WIRE FRAME prototype in person. Share the digital version of your wire frame (slide decks,
pictures, etc.) via email and/or while sharing your screen during a video conference
and then debrief with the stakeholder about their interest in the solution.

Creating a tool or resource prototype can help the stakeholder understand how it
will support their experience. Instead of creating a complete resource, try creating After we test our prototype, we need to ask the stakeholder about...
a Table of Contents or a sample tool to share. Ask the stakeholders to use the tool
or resource and then debrief to get feedback.

Online Prototyping Strategies


Testing a tool or resource prototype online functions similarly to testing a tool
or resource prototype in person. Share the digital version of your tool or resource
TOOL RESOURCE (slide decks, pictures, etc.) via email and/or while sharing your screen during a video
conference and then debrief with the stakeholder about their interest in the solution.

Work together as a team to come to


a consensus about the best strategy
or strategies and why. If your team is
This is not an exhaustive list -- if your Whatever form your prototype struggling to come to a consensus, try
takes, be sure that it is low-cost You may want to select one
team comesup with other formats completing the activity individually first
and low-time investment! or more prototyping strategies.
for prototypes, that’s great! and then sahre with the group.

10
1-2 hours Color Walk
Looking for inspiration? Need a break to get re-energized?
Feeling stuck in a project? Try going on a Color Walk to shift
your perspectives and get inspired! This activity is inspired
by an activity created by author William S. Boroughs.
Here’s how it works:

1 Set aside an hour where you can go on a walk around


your home or office without being interrupted.
Don’t talk a call! Just focus on your walk.

2 Before you step outside your door, choose a color.


It might be your favorite color or a color that speaks to you.
Blue for blue skies. Green for nature. Red for heat.

3 Set a timer for 30 minutes. Step outside your door and


look for the color you chose. Every time you see an
instance of that color take a picture with your phone.
Let the color guide you on your walk. Notice patterns.

4 When your timer goes off, choose another color and


turn back in the direction of your home or office.

Reflection
• What patterns did you notice when

Color Walk
you were looking for your color?
• How was the experience of letting yourself wander
with no destination in mind? How did it make you feel?
Go for a walk to get inspired & notice patterns. • Did you have any new ideas during the Color Walk?
Did you gain any new perspectives? If so, how does
this relate to your work?
11
1-2 hours

Gamify It
Do you have a challenge or problem at home that your family
has struggled to solve?
Maybe your challenge is around reminding your kids to clean
their rooms and do their chores. Maybe your challenge is
around planning and cooking a healthy meal.
Do you have a challenge or problem at work that your team
has struggled to solve?
Maybe your challenge is tracking expenses and submitting
expense reports. Maybe your challenge is around training
staff on a new procedure or technical approach.
In this mini workout, use the format of a game to create
an interactive and fun way to teach your family or your

Gamify It
Create a game to teach a new idea
team a new skill or topic.

or incentivize a new behaviour

12
GAMIFY IT
INSTRUCTIONS

HERE’S HOW IT WORKS...


1. Gather as a group. Find a problem that you all face together.
4. For each player’s turn, use either a dice or a random number
2. Now, use the attached game board to map out different moves generator (1-6) on your computer or smartphone to help each
in the game. player roll and move across the squares on the gameboard.
Have each player take the action of the square they land on.
• Use some of the squares to represent new facts to know or new
activities to try. 5. When one team lands on the FINISH square, your game
is complete!
• Use some of the squares as negative actions to encourage
new thinking or incentivize different behaviors. Review the 6. Now, debrief what the players learned about the topic you chose.
example for ideas.
• How did playing a game help the players learn something new?
• Complete all the squares.
• Will their approach to the topic or problem be different after
3. Now, you are ready to play! Gather pebbles, coins or game pieces playing the game?
to help each player track their progress across the board.

EXAMPLE | HEALTHY MEAL PLANNING GAME

Use vegetables Use pulses Don't use Use too much Include fresh Use a
processed meal
Start and move ahead
4 spaces
and move ahead
3 spaces
processed food
and move
ahead 5 spaces
sugar and move
back 3 spaces
fruit and move
ahead 4 spaces and move back
5 spaces

13
GAMIFY IT
GAME BOARD

start

finish
14
1 hour Photo Diary
Gain acess to the parts of someone’s life you might
not otherwise see by having them keep a photo diary
for a few days or weeks.

1 Decide what you want to learn about your


user, and create prompts for what you want
them to capture.
Try to anchor your prompts around emotions:

• Take a photo of the hardest part of your morning.


• Take a photo of the most delightful
part of your day.
• Take a photo of your most trusted friend.

2 Recruit 3-5 people and send them your prompts.


They can take the photos with their phones or
you can give them disposable cameras

3
depending on the context.

Photo Review the photos together. Ask them to tell


you stories about the photos they took. Take
notes of the angles, subject matter, and context.

Diary
Did you notice any patterns? What did you learn
about their preferences or emotions?

Get a window into someone else’s life. Project Example


For a teen health project in Ethiopia, we gave young
women polaroid cameras so they could capture their
daily life and hopes for their future.
15
1 hour

Test Your
Assumptions
In this Mini Workout, you are going to surface assumptions
you are making about a specific task by writing down the
instructions for accomplishing that task. Then, you are going
to test your assumptions by giving your instructions to a
colleague or loved one. By observing the actions they take
based on the instructions you wrote, you will be able to
identify ways to improve your instructions for the next time.

Test Your
Assumptions
Practice testing your assumptions by engaging
with a colleague or loved one in an activity

16
TEST YOUR ASSUMPTIONS
INSTRUCTIONS

HERE’S HOW IT WORKS...


thinking through the steps of completing the task? How do you
know you missed them?
1. Choose a simple, every day task. For example:
• Tying your shoes; • Making toast; 9. What does this exercise help us understand about the value of
testing our assumptions through quick, low resolution prototypes?
• Make a copy on • Washing a dish; What do you think you learned that was different from what you
the copy machine; • Folding a button might have learned if you had just asked the person to edit your
• Open a window; up shirt. instructions? Why do you think there is a difference?
10. BONUS: Take a few minutes to iterate and improve your
2. Reflect on all of the steps required to complete this task, from instructions based on what you observed and heard from your
beginning to end. colleague or loved one.

3. Write down specific instructions, step-by-step, for completing this task. 11. Repeat the process of testing your instructions with either the
same person or a new person. Complete steps 1 through 9.
4. Now, give a colleague or loved one and ask them to complete the
task by following the directions you wrote exactly. They are not 12. DOUBLE BONUS: Search on the internet for instructions on how
allowed to skip steps or complete actions that are not described in to complete this task. Compare the instructions online with your
the directions, even if it means they are unable to complete the task instructions. What is different? What is the same? Where do you
successfully. When one team lands on the FINISH square, your game think the author might have missed information that will make it
is complete! difficult to complete the task?

5. Watch your colleague or loved one attempt to complete the task using 13. Predict where a person might get confused or have trouble
your instructions. Take note of any time that the person is confused, completing the task.
struggles to complete a step or is unable to complete the task. 14. Repeat the process, instead testing the instructions from the
The person cannot ask questions and you may not speak to them. internet with either the same person or a new person. Complete
6. Once the person has finished their attempt to complete the task based steps 1 through 9.
on your instructions (whether they were successful or not), debrief 15. Were the predictions you made true? Why or why not? Were there
with them. Ask them which instructions were helpful and which were gaps you didn’t realize until you observed your colleague or loved
confusing. Follow up to understand more. Did the person get lost or one attempting to complete the task?
were they unable to complete the task? Why? What gaps were there in
the information you wrote down. 16. Reflect again on what this exercise helps us understand about
the value of testing our assumptions through quick, low resolution
7. Ask the person to help you improve the directions. prototypes. What do you think you learned that was different from
8. Reflect on the assumptions you were making when you wrote your what you might have learned if you had just asked the person
instructions. How did those assumptions prevent your colleague or to edit your instructions? Why do you think there is a difference?
loved on from completing the task? What did you miss when you were

17
1 hour
Feedback is a Gift
Leveraging critical feedback in order to improve is a skill. In this mini
workout, you’ll have the chance to practice giving and receiving feedback.
Then, you will have the opportunity to respond to that feedback in
a next iteration.

Here’s how it works:

1 Find a partner. This could be a colleague, a friend or even your child!

2 Grab four pieces of paper and two pens.

3 Watch the short movie, Austin’s Butterfly.

4 Pick an object nearby to draw.

5 Set a timer for 2 minutes. Each person should


draw their own sketch of the agreed upon object.

When the timer goes off, the first person will share their drawing and
6 the other person will give them feedback, both positive and critical.

Feedback
Reset a timer for 2 minutes.

This can be uncomfortable, depending on your cultural background


and personality. One framework that helps is the following:

is a Gift
Practice giving and receiving
• I like... What was good about the drawing?
What did you enjoy? What makes it strong?

• I wish... What needs to be improved about the drawing?


feedback and iterating to improve What are aspects that are inaccurate or confusing?

• I wonder... What suggestions do you


have to help improve the drawing?

18
FEEDBACK IS A GIFT
INSTRUCTIONS AND TIPS

7 When the timer goes off, switch partners and have


the second person give feedback to the first. 10 Now, reflect together about what
you learned from this exercise.
• What was it like to give positive feedback?
8 Next, ask each person to draw another version of
the object, taking into consideration the feedback
• What was it like to give critical feedback?
they received. Set a timer for 2 minutes. • What was it like to get positive feedback?
• What was it like to get critical feedback?

9 Come back together and share drawings. •



What was it like to make a new iteration?
Do you think your drawing improved in the second iteration?

TIPS FOR HOW TO GIVE FEEDBACK TIPS FOR HOW TO RECEIVE FEEDBACK
Do you feel nervous when you are asked to give your colleague or loved one Receiving critical feedback can be an unpleasant experience. Sometimes we
feedback on something they have been working on? These best practices can might even feel frustrated or defensive. We need to remember that receiving
help you feel more confident giving feedback. You are critical to their success critical feedback is a gift -- the person giving you the feedback is trying to help
-- they need your best thoughts and ideas! you improve. Learning how to receive critical feedback is an essential skill that
can be learned. The better we are able to receive feedback, the more we are
When giving feedback, it is important to share your thoughts carefully in order able to grow!
to best help the person get the most out of what you have to say.
HERE ARE SOME CONSIDERATIONS WHEN RECEIVING FEEDBACK:
HERE ARE SOME CONSIDERATIONS WHEN GIVING FEEDBACK:
• Be open. Listen carefully to the feedback you are receiving and be open to
• Be specific. Use the Innovation Rubrics and the Presentation Rubrics to everything. Try hard not to respond or explain why you made a certain choice.
evaluate the presentation based on specific criteria. Give detailed examples
of what can be improved. • Be selective. Reflect on the feedback you received. While you should be open
to all the feedback you receive, ultimately you have to decide which feedback
• Be kind. Remember that the person who you are giving feedback has worked you are going to respond to and which you are not. Think about the goals you
hard on their presentation. Be thoughtful about how you deliver the feedback are trying to accomplish in order to help you make those decisions thoughtfully.
so as not to hurt the person.
• Be grateful. Be sure that you thank the person for their time and thoughts.
• Be aware. Be sure you understand how much time the person has to make Giving good feedback takes concentration and effort and we want to thank
changes to their presentation. Does the person have a month to iterate? Is the people in our lives for their help with making what you are working on great.
the person presenting in 10 minutes? Make your feedback align to that context.

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