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  • Clarifying the Assignment and Choosing a Topic

    This method is used to clarify project goals and select a suitable topic. Targeted questions ensure that the objectives are clearly defined and that the chosen focus areas are relevant to the target audience.

    30 min
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    Group size (+)
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    1. If possible, choose a topic that is controversial, not widely known within the target audience, or one that the audience believes they already have a clear opinion about.
    2. Select a question or issue that offers a new perspective or alternative point of view.
    3. Proactively approach the project sponsors and don’t hesitate to ask questions – this is the right moment to do so.
    4. Take the opportunity to ask all your questions in a thoughtful and thorough way. What helpful or potentially problematic aspects might already exist?
    • Gather preliminary information about the project, the target audience, and possible topic areas.
    • Get an overview of the overall subject, find sources of inspiration, and exchange ideas with others.
    • Develop initial ideas.
  • Context Mapping

    Context mapping is an exploratory method used to understand the everyday world, needs, and motivations of a target group. Using creative tools such as interviews, collages, or cultural probes, contexts are visualised and deeper insights into participants’ experiences are uncovered. The aim is to generate practical input for the development of new products or services.

    180 min
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    Group size (+)
    Too long (+)
    1. Use tools that help make the target group’s lived experience visible, such as interview techniques, cultural probes, or collage-making.
    2. Discuss the results and ask for clarification whenever something is unclear – both in terms of meaning and context.
    3. Document and analyse all insights gathered, and share the results with your team. The aim is not to describe a specific state or opinion, but to generate practically useful input for problem-solving directly from the process. Often, a few key insights can prove to be crucial.
    • Prepare a suitable space.
    • Use a brief introduction or role-play activities to prepare participants for their role as experts.

    As this method is an open-ended process – essentially aimed at co-creating something with others – there is room for variation. The outcome strongly depends on the preparation and the setting. You are the expert in innovation, design, or communication. The other participants are experts in their own lived experience. Your task is to explore that experience in order to develop empathy.

  • Crazy 8 (deutsch: Crazy 8)

    The “Crazy 8” method is a quick and effective creative technique in which eight ideas are sketched or described in a short space of time. It encourages spontaneous inspiration and is ideal for generating a variety of approaches to a given topic.

    30 min
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    Group size (+)
    Too long (+)
    1. The facilitator begins by explaining the aim of the exercise to the participants (e.g. generating ideas for a product or solving a problem). It is important to establish a shared understanding of the topic to be explored.
    2. Each person receives a blank sheet of paper and a pen. Participants fold the sheet three times (horizontally and vertically) to create eight equal-sized rectangles.
    3. The facilitator gives a start signal. Everyone then has 40 seconds to sketch or briefly describe an idea in the first section. After 40 seconds, the facilitator signals to move on to the next one. This process is repeated eight times. After five minutes, the exercise ends.
    4. Once finished, participants can briefly present their ideas, and the facilitator may initiate a discussion or a prioritisation process.
    • A room is required where participants can work without distractions.
    • Lay out the necessary materials (paper, pens, timer).
    • Define the central topic or question to be addressed and clearly communicate it at the start.
    • Test the method in advance to ensure that the time limit is practical.
  • CreaLab ex nihilo – more from less
    Alchemists were experts of material knowledge, and you can perform metaphysics by simply engaging with material in your surroundings. In this workshop we use the interaction with Nature’s material as an access point to alternative views of the world, we seek to understand how these can be experienced and be ‘habitable’.
    180 min
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    Group size (+)
    Too long (+)

    1) 10 minutes: Meet-up at the agreed place and short introduction about the topic.

    2) about 30 minutes: Walk to the forest, discussing the core questions on the cards

    3) 10 minutes: Arrival at the forest, the material is distributed.

    4) 20 minutes:  You can choose a place in the undergrowth alone or in groups of two, max three, depending on size of the cloths. Sit under the cloth (held up with one or more sticks to form a small tent) and observe for about 20 minutes. Collect material in the glass.

    5) 10 minutes: Check-in, gathering

    6) 20 minutes: Repeat. Not in the same groups. If you were not alone before, then try it this time

    7) 30 minutes: Gather again. Discussion of experiences and results.

    8) Open end: Comfortable picnic

    1) Workshop leaders meet and consider key questions for the walk. For example: What is substance? What can I know, what can I hope? What is your alternative, habitable worldview? Is performative metaphysics collective or individual? (These questions are afterwards written on the cards, which will be distributed and discussed during the walk).

    2) It is worthwhile to walk the path to the forest and to investigate and experience the site in advance.

    3) The material is collected and prepared: Per participant: 4 cards with core questions  | Cloth (approx. 70x150 cm, old sheet) | Wooden stick (approx. 80 cm) | Closable glass (e.g. Confiture glass) | A3 paper (paper funnel for focused observation) | tape

  • CreaLab ex nihilo – more from less
    Alchemists were experts of material knowledge, and you can perform metaphysics by simply engaging with material in your surroundings. In this workshop we use the interaction with Nature’s material as an access point to alternative views of the world, we seek to understand how these can be experienced and be ‘habitable’.
    180 min
    +
    -
    Group size (+)
    Too long (+)

    1) 10 minutes: Meet-up at the agreed place and short introduction about the topic.

    2) about 30 minutes: Walk to the forest, discussing the core questions on the cards

    3) 10 minutes: Arrival at the forest, the material is distributed.

    4) 20 minutes:  You can choose a place in the undergrowth alone or in groups of two, max three, depending on size of the cloths. Sit under the cloth (held up with one or more sticks to form a small tent) and observe for about 20 minutes. Collect material in the glass.

    5) 10 minutes: Check-in, gathering

    6) 20 minutes: Repeat. Not in the same groups. If you were not alone before, then try it this time

    7) 30 minutes: Gather again. Discussion of experiences and results.

    8) Open end: Comfortable picnic

    1) Workshop leaders meet and consider key questions for the walk. For example: What is substance? What can I know, what can I hope? What is your alternative, habitable worldview? Is performative metaphysics collective or individual? (These questions are afterwards written on the cards, which will be distributed and discussed during the walk).

    2) It is worthwhile to walk the path to the forest and to investigate and experience the site in advance.

    3) The material is collected and prepared: Per participant: 4 cards with core questions  | Cloth (approx. 70x150 cm, old sheet) | Wooden stick (approx. 80 cm) | Closable glass (e.g. Confiture glass) | A3 paper (paper funnel for focused observation) | tape

  • East-West Uploading

    East-West Uploading is a method that promotes dialogue and knowledge exchange between participants. Pairs seated opposite each other discuss their prior knowledge on a given topic and then record their shared understanding. The goal is to share knowledge and develop new perspectives.

    30 min
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    Group size (+)
    Too long (+)
    1. Brief introduction to the method.
    2. Assignment of pairs and explanation of the procedure.
    3. Conducting the dialogue (3 minutes) and the documentation (2 minutes).
    • The seating arrangement should be clearly defined, and there should be sufficient space for dialogue.
    • All that is needed is a pen and a sheet of paper, although noting ideas on a flipchart is also possible.
    • Online: Ensure that private breakout rooms are available. Alternatively, the online plenary session can be moderated in such a way that conversations do not overlap.
  • Head-clearing Story with a “Shock Moment” (deutsch: Kopfbefreiungsgeschichte mit "Schockmoment")

    This method is designed to help participants break away from previous thought patterns and refocus their attention. By telling a story unrelated to the main topic that ends with an unexpected “shock moment”, participants are jolted out of their passive listening mode and encouraged to respond spontaneously. The method is suitable for the starting process and serves as an Uploading.

    30 min
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    Group size (+)
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    1. The facilitator tells the story, taking their time so that participants can fully immerse themselves in it and forget the previous workshop activities.
    2. A second facilitator displays the prepared PowerPoint slides at the appropriate moments. These visuals help illustrate the story and encourage participants to drift further into it and engage with it emotionally.
    3. At the end of the story, a shock moment follows. This might be a question or a task addressed to the participants, which requires immediate action. The question is either read aloud or displayed on the PowerPoint presentation.
    4. Participants are asked to respond to the question or task within, for example, 30 seconds (the time limit can be adjusted). Deliberately limiting the time prevents overthinking and encourages spontaneous responses. The question should be simple and open-ended, such as: “Write down three words that come to mind when you think of [topic].”
    5. The person who writes down the most words on their sheet wins.
    • Before the workshop begins, an A4 sheet of paper and a pen are placed at each participant's seat. It is not necessary to hide these materials, but they should not be mentioned in advance in order to preserve the spontaneity of the method.
    • Prepare suitable images for the story using PowerPoint slides.
  • Miscellanous
    Choose this activity if you don't find a suitable method, and edit it in the time table.
    30 min
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    Group size (+)
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  • Random Images (deutsch: Zufällige Bilder)

    In this method, each participant is randomly assigned an image, which they then associate with a given key term.

    30 min
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    Group size (+)
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    1. Groups of three to five people are formed, with one facilitator per table.
    2. At the beginning of the method, two or more relevant terms or keywords are defined to serve as the basis for associations. These terms should be clear and understandable for all participants.
    3. Each person is given a randomly selected image or postcard, which they are not allowed to look at just yet.
    4. One after the other, participants reveal their images and connect them to one of the predefined terms. Within a short time frame (approximately 1 to 2 minutes), a creative association must be made, linking the image to the chosen term.
    5. Participants’ associations are continuously recorded on Post-it notes or a flipchart, so they can later be collected and reflected upon.
    • Images or postcards (at least one per person)
    • Post-it notes or other slips of paper
    • Plenty of pens
    • Arrange tables to allow group formation.
  • Strategic Planning (deutsch: Strategische Planung)

    Strategic planning is a method for systematically analysing a challenge or task and developing solutions. It involves defining clear objectives, setting parameters, and establishing a structured process.

    30 min
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    Group size (+)
    Too long (+)
    1. The participants are welcomed.
    2. Each person briefly introduces themselves.
    3. The task should be explained both in writing and orally, so that participants can better understand and remember it.
    4. Mention the framework conditions.
    5. Explain the deadlines.
    6. Allow time for questions and comments.
    7. Communicate the date of the next meeting.
    • Define the topic and objective: What exactly is to be strategically planned? Who are the stakeholders involved?
    • Gather data and information
    • Establish a structure for the meeting and potential questions
    • Prepare a PowerPoint presentation
  • Uploading: Idea poster
    Collect the prior knowledge, in order to visualise existing resources, or those still to be developed. Record existing ideas and open your mind to new concepts.
    30 min
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    Group size (+)
    Too long (+)
    1. Write down the prior knowledge, competencies, experience in connection with the assignment/question legibly on Post-its, and stick them on a wall.
    2. Sort and cluster the Post-its, transfer the results to a resource poster.
    3. Write down existing ideas, and ideas concerning the assignment/question that have been integrated into the workshop legibly on Post-its, and stick them on a wall.
    4. Sort and cluster Post-its, transfer the results to an idea poster.

    Prepare a room and the materials needed.

    Online: Make sure that there is a suitable online tool for the participants, e.g. en online whiteboard.

  • Uploading: Mind Map with Post-Its (deutsch: Uploading: Mindmap mit Post-Its)

    The “Mind Map with Post-Its” method is a creative brainstorming technique that enables groups to capture ideas in a structured and visual way. By using coloured Post-Its, different categories or lines of thought can be highlighted.

    30 min
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    Group size (+)
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    • The method and procedure are explained.
    • Each participant writes down terms on the first colour of Post-it notes that come to mind in relation to the core term (1 minute).
    • The Post-its are then discussed and organised, and stuck onto the flipchart (6 minutes).
    • This process is repeated twice, each time using the other two colours of Post-it notes.
    • During the individual work phases, music is played for one minute each time.
    • Prepare Post-it notes in three different colours and pens.
    • Prepare a flipchart with the key terms.
    • Choose some music.
    • Have a stopwatch ready.
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  • A-to-Z Method (deutsch: A-bis-Z-Methode)

    The A-to-Z Method is a simple, creative technique for activating prior knowledge and collecting ideas in a structured way. Participants are asked to find a relevant word for each letter of the alphabet related to a given topic. This method is suitable for brainstorming, knowledge activation, or as an icebreaker in group settings. It can be used both digitally and in analogue formats.

    30 min
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    Group size (+)
    Too long (+)
    1. The facilitator introduces the topic and explains the task.
    2. Participants work in groups on their A-to-Z list (5 minutes).
    3. After the allotted time, everyone returns to the main session.
    4. The facilitator brings together the results on a shared Miro board or flipchart.
    • Online: A Zoom link is created in advance and sent to the participants. The Miro boards are also prepared, and the breakout sessions are tested beforehand. On the Miro board, each letter of the alphabet is written on individual Post-its.
    • In person: Arrange the room so that groups of three to six people can work together comfortably. Provide flipcharts or whiteboards, Post-its, and pens.
  • ABC Method

    The ABC Method is a creative technique used to playfully gather terms related to a specific topic. It is particularly well-suited for activating a group's prior knowledge, generating ideas, and fostering a relaxed, open atmosphere. The method encourages participants to get to know each other and works especially well with larger groups.

    30 min
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    Group size (+)
    Too long (+)
    1. Explain the purpose of the method (e.g. to gather ideas or activate prior knowledge).
    2. Divide participants into groups and explain the rules of the game.
    3. Provide examples of words that fit the topic to avoid misunderstandings.
    4. Start the game.
    5. Stop the game once the first group has finished – or set a fixed time limit as an alternative.
    • Find a room with enough space for group activities.
    • Set up tables or define starting and target points.
    • Provide writing materials for each group at the starting point.
    • Prepare a set of ABC cards for each group at the target point.
  • ABC Method Online

    The ABC Method Online is a digital version of the classic ABC Method. Participants complete a predefined form containing all the letters of the alphabet by adding terms that fit a specific topic. The goal is to find as many relevant terms as possible within a given time, stimulating the group’s creativity and prior knowledge.

    30 min
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    Group size (+)
    Too long (+)
    1. Explain the purpose of the method (e.g. gathering ideas, activating prior knowledge) and the rules of the game.
    2. Provide examples of words that fit the topic to avoid misunderstandings.
    3. Start the game.
    4. Stop the game once the first person has finished – or set a time limit as an alternative.
    • The fillable PDF template is sent to all participants before the online workshop.
    • Alternatively, the template is uploaded to a communication platform accessible to all participants.
    • Optionally, prepare an example that can be shown to participants at the beginning of the workshop.
  • Abstract Image (deutsch: Abstraktes Bild)

    This method uses the visual perception of an abstract image to encourage creative ideas in response to a specific challenge. Participants collect words or associations, which they then reflect on and discuss together.

    30 min
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    Group size (+)
    Too long (+)
    1. The procedure is explained in advance and the timing clearly defined.
    2. Participants are given one minute to look at the image individually and let their thoughts and associations flow freely, while keeping the challenge in mind.
    3. Immediately afterwards, everyone has one minute to note down as many individual words as possible on Post-it notes.
    4. Once the minute is up, all the words are collected, and everyone has the opportunity to explain their words in relation to the challenge.
    • The abstract image is intended to stimulate thoughts related to the challenge. It is either printed out and handed to the participants or projected for everyone to see using a beamer, without the participants having seen the image beforehand.
    • Post-it notes should be available for participants to write down their words afterwards.
    • Online: A technical solution should be set up to collect multiple responses (e.g. an online whiteboard for group input).
  • Ambiguous Images

    Ambiguous images – such as optical illusions or pictures with hidden elements – challenge the brain to see things from new perspectives. They sharpen visual perception and encourage flexible thinking, both of which are essential for creative processes.

    30 min
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    Group size (+)
    Too long (+)
    1. The participants are told that the purpose of using ambiguous images is to encourage them to see things from a different perspective, which stimulates creative thinking.
    2. The images are presented, and participants are given time to discover the hidden elements within them.
    3. As a follow-up exercise, participants are invited to consciously shift between the different images contained within each illusion.
    • Find a selection of ambiguous images, making sure to choose ones that are relatively unknown.
    • Print the images on cards or prepare a presentation on the computer.
  • Analogous Inspiration

    Analogous Inspiration is a method designed to generate new ideas through a deliberate shift in perspective. It is based on the idea that familiar environments often lead to familiar solutions. To develop innovative approaches to a given task, participants explore places or observe contexts outside their usual work or thinking environment.

    60 min
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    Group size (+)
    Too long (+)
    1. Visit the selected location or context with the defined task in mind.
    2. Observe actively: Pay attention to details that might be relevant to the task (e.g. processes, design, communication).
    3. Document your impressions using photos, notes, or sketches.
    4. Reflect: Which elements could be transferable to the task?
    5. After the visit, impressions are discussed within the group, and ideas are jointly explored for possible applications.
    • Create a list of the desired activities, behaviors, or emotions to be explored.
    • Write down in which situations or places these can be observed.
  • Assumption Busting

    Assumption Busting is a creative technique aimed at identifying, challenging, and reversing limiting assumptions to uncover new perspectives and innovative solutions. The method helps overcome blind spots and paves the way for fresh thinking.

    30 min
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    Group size (+)
    Too long (+)
    1. Visualize the topic: Write on a poster what problem or situation is being addressed.
    2. Gather assumptions: Ask questions about "who, what, when, where, why, and how". Create a list of everything you know or believe about the situation. These are all assumptions.
    3. Explore assumptions in depth: Choose one assumption that seems particularly relevant and analyze it in detail.
    4. Formulate a reversal: Take the in-depth assumption and flip it – rephrase it as its opposite.
    5. Ask "What if...?" questions: Based on the reversed assumption, create a list of questions that would either improve the new assumption or help develop a deeper understanding of it.
    6. Compile results: Summarize the outcomes in a clear and structured document.
    • Identify a problem or situation where you feel stuck.
    • Prepare a flipchart, markers, and sticky notes.
    • Online: Set up collaboration tools such as Miro or Jamboard.
  • Blitz Ping Pong (deutsch: Blitz-Ping-Pong)

    Blitz Ping Pong is a creative group activity that fosters quick thinking and spontaneity. The game blends movement with associative thinking and creates a light-hearted, engaging atmosphere.

    30 min
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    Group size (+)
    Too long (+)
    1. The equipment is set out (bats, balls, net).
    2. A topic is chosen that is either relevant or amusing for the group.
    3. The rules of the game are explained.
    4. A facilitator may be needed to ensure that all players are equally involved.
    5. Participants gather around the table. The ball is played, and with each shot, the player says a keyword related to the topic.
    6. Penalty points are given for incorrect or missing words, as well as for missed returns.
    7. The last remaining player wins.
    • Clear the table(s) and ensure there is enough space.
    • A facilitator may be needed to keep score and coordinate topic changes.
    • Preparation time: max. 5 minutes, provided that all necessary materials are available.
  • Brainstorming

    Brainstorming is a proven creative method for generating as many ideas as possible on a given topic or question within a short period of time.

    30 min
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    Group size (+)
    Too long (+)

    1. The facilitator presents the question or topic and explains the basic rules of brainstorming:

    • No criticism or evaluation during the idea generation phase
    • Quantity over quality
    • Every idea is welcome, including unusual or unrealistic ones
    • Ideas may be picked up and further developed by others

    2. All participants share their ideas either in turn or freely. The facilitator visibly records the ideas (e.g., on a flipchart or whiteboard).

    • Optional: Participants may first write down their ideas individually before sharing them with the group.

    3. After the brainstorming session, the collected ideas are sorted, grouped, and discussed. Unusable or duplicate ideas can be removed, and promising approaches can be prioritized.

    • Find a topic or an open, clearly defined question.
    • Introduce the participants to the topic.
    • Prepare a flipchart, whiteboard, or digital tools such as Miro or MURAL for online facilitation.
  • Cognitive maps

    Cognitive maps help to represent complex realities or ideas spatially through mental imagery. They support orientation, communication, and the identification of meaningful relationships.

    180 min
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    Group size (+)
    Too long (+)
    1. Participants create geographical representations of a given topic, for example by drawing boundaries, pathways, or landmarks.
    2. The maps are then discussed in order to identify similarities, differences, and new perspectives. This process can reveal simplifications, distortions, shared elements, and more. Where do new paths emerge? Where are the boundaries, the hotspots, and the points of interest or curiosity?
    • Provide materials such as large sheets of paper, markers, rulers, and adhesive tape.
    • Prepare example cards to offer participants a point of reference.
    • Participants are given a topic to work on.

    To explore, for instance, the expectations of future users of a product, the cards can be created individually. Alternatively, the self-image of groups within an organisation can be visualised by having each team create a map.

  • Crazy 8 (deutsch: Crazy 8)

    The “Crazy 8” method is a quick and effective creative technique in which eight ideas are sketched or described in a short space of time. It encourages spontaneous inspiration and is ideal for generating a variety of approaches to a given topic.

    30 min
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    -
    Group size (+)
    Too long (+)
    1. The facilitator begins by explaining the aim of the exercise to the participants (e.g. generating ideas for a product or solving a problem). It is important to establish a shared understanding of the topic to be explored.
    2. Each person receives a blank sheet of paper and a pen. Participants fold the sheet three times (horizontally and vertically) to create eight equal-sized rectangles.
    3. The facilitator gives a start signal. Everyone then has 40 seconds to sketch or briefly describe an idea in the first section. After 40 seconds, the facilitator signals to move on to the next one. This process is repeated eight times. After five minutes, the exercise ends.
    4. Once finished, participants can briefly present their ideas, and the facilitator may initiate a discussion or a prioritisation process.
    • A room is required where participants can work without distractions.
    • Lay out the necessary materials (paper, pens, timer).
    • Define the central topic or question to be addressed and clearly communicate it at the start.
    • Test the method in advance to ensure that the time limit is practical.
  • Disruptive Images

    Disruptive images are visual representations that break with familiar patterns and thereby stimulate new ways of thinking. This method uses absurd or paradoxical imagery to inspire creative and unconventional solutions, particularly when addressing abstract problems.

    30 min
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    Group size (+)
    Too long (+)
    1. Present the aim of the method and introduce the disruptive images.
    2. Participants analyse the images and formulate spontaneous associations.
    3. They should then try to transfer these associations to the defined problem.
    4. The results are discussed in the group, and the most promising approaches are identified.
    5. The best ideas are summarised and developed into concrete next steps.
    •  
    • Find 5 to 10 suitable images that feature absurd or paradoxical elements – for example, animals with unusual features or surreal artworks.
    • Prepare the images in a digital presentation (e.g. PowerPoint).
    • Define the problem or topic to be addressed – for example, “How can we make our product more unique?”
    •  
  • Exploring the Space

    By moving quietly and mindfully through the space, participants are invited to explore both the room and the group dynamic. This method helps everyone tune into the upcoming work, feel at ease, and make the most of the space for the tasks ahead.

    60 min
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    Group size (+)
    Too long (+)
    1. The method is introduced.
    2. Participants are invited to spread out in the room and take in the atmosphere.
    3. They are then encouraged to move around the space.
    4. From time to time, they should briefly pause in front of one another before continuing.
    5. Finally, the room can be adjusted as needed – for example, by moving furniture out of the way.
    • Ventilate the room and ensure comfortable lighting.
    • Clear any obstacles to allow enough space for free movement.
  • Future Workshop / Dragon Dreaming

    The “Future Workshop” enables groups to develop creative solutions to current problems by designing future scenarios and discussing their potential impacts. “Dragon Dreaming” complements this approach by supporting the collaborative development of visionary, sustainable ideas that can be turned into concrete projects.

    180 min
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    Group size (+)
    Too long (+)
    1. The two methods and their respective phases are explained to the participants.
    2. Together, problems or challenges are collected and visibly documented.
    3. Participants then develop visions and creative dreams related to the goal.
    4. Next, they turn their ideas into concrete steps and assign responsibilities.
    5. Finally, the groups present their results and discuss possible ways of putting them into practice.
    • The success of the method depends heavily on thorough preparation by the facilitator, which should be tailored to the target group.
    • Online: Ensure that a suitable online whiteboard is available.
  • Gesture analysis

    Gesture analysis is used to make emotions and the meanings of concepts visible through non-verbal communication. In small groups, participants develop and synchronise gestures for given words. The method promotes creativity, empathy, and a deeper understanding of emotions and how they are expressed.

    60 min
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    Group size (+)
    Too long (+)
    1. Warm-up activity: Participants walk around the room. At the command "Stop", they are asked to freeze in position. One participant’s posture is then selected and should be precisely copied by the others. Pay close attention when copying: are the positions of the feet, fingers, legs, and head identical?
    2. Main activity: Divide participants into groups of two or three. Give each group a word whose emotional characteristics are to be explored (e.g. “avalanche”). The groups have one minute to face each other in silence and develop a gesture that represents the word. They should practise the gesture repeatedly until they can perform it in synchrony.
    3. The first group is invited to demonstrate their gesture. The remaining participants then try to copy it until the whole group can perform it in unison. Afterwards, those who were not in the original group are asked what they see in the gesture (e.g. “rolling”, “fast”, “helpless”, etc.). The facilitator writes down the responses. Then, the original group is asked what they actually intended to express with the gesture. These responses should also be recorded.
    4. Then the next word is introduced and the following group takes their turn.
    •  
    • Find a space where the exercise can be carried out away from the view of observers.
    • Make sure there is enough room for participants to move around freely and interact with one another.
    • Have a flipchart or whiteboard ready to document the interpretations.
    • Prepare a selection of words that evoke different emotions or physical actions (e.g. “tornado”, “friendship”, “fight”).
    •  
  • Imaginary Ball Game (deutsch: Imaginäres Ballspiel)

    The “Imaginary Ball Game” is a creative method for playfully gathering ideas around a chosen topic. Using an imaginary ball and spontaneous associations, participants pass on words or ideas that can later be used or developed further.

    30 min
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    Group size (+)
    Too long (+)
    1. The facilitator explains the process and goal of the game.
    2. To begin, participants pass the imaginary ball around the circle without using any words, simply to practise the movement.
    3. The facilitator then introduces a topic or starting word.
    4. The game begins when the ball is thrown along with the first word. The receiver says a related word and passes the ball on.
    5. One person records all the words while the game is in progress.
    6. At the end, each participant selects one word that can be used in a follow-up workshop.
    • The room should be large enough for the group to stand in a circle.
    • You'll need materials such as Post-its or a flipchart to record the words.
    • Choose a suitable topic or starting word in advance to spark creativity.
  • Improvisation

    Improvisation is a creative technique that can be used to generate new ideas and concepts. It enables participants to co-create something, even if they don't know each other well.

    30 min
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    1. The participants are divided into two teams: one team performs, while the other guides and gathers ideas.
    2. Roles are assigned to the performers, along with prompts to help them get started.
    3. The guiding team then provides new prompts to shift the direction of the scene.
    4. It is the guiding team’s responsibility to collect the ideas that emerge.
    5. The new ideas are then discussed in the plenary.
    • Define a goal for the workshop (e.g. idea generation, team building, problem solving).
    • Consider which scenario and roles would be suitable to begin with.
    • Find a space that is large enough.
  • Paper-folding Word Chain (deutsch: Papierknick-Wortkette)

    The paper-folding word chain is a simple method for promoting creativity and associative thinking. Each participant writes down a word related to the topic, folds the paper to hide all but the last word, and passes it on to the next person. Only the final word remains visible. This method is suitable for both face-to-face and online workshops.

    30 min
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    1. All participants sit around a table.
    2. Everyone receives a strip of paper and writes down a word related to the previously agreed topic.
    3. The paper is passed to the person on their right.
    4. The next person writes down an association with the word above.
    5. Then the paper is folded backwards so that only the most recently written word remains visible.
    6. The paper is then passed on as many times as desired. This creates a creative word chain.
    • Hand out one strip of paper and a pen to each person.
    • Decide on a topic.
  • Photo Story

    The Photo Story method stimulates creative thinking and encourages fresh perspectives. By viewing thematically relevant series of images, participants collect words that spontaneously come to mind. These words are then used to formulate creative sentences, which are discussed within the group.

    30 min
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    1. Explain the process and the aim of the method.
    2. Project the images, with each image displayed for 5 to 10 seconds.
    3. Participants write down three words for each image.
    4. Participants select their preferred words and use them to formulate a sentence.
    5. The results are discussed within the group.
    • Search for contrasting images that highlight the topic from different perspectives (e.g., plastic in the ocean, clean-up efforts related to ocean plastic, and alternative products to plastic).
    • Provide writing materials or digital tools so that participants can document their words and sentences.
  • Problem Focused Prototype Mediation (PFPM) (deutsch: Problem Focused Prototype Mediation (PFPM))

    Problem Focused Prototype Mediation (PFPM) is a hands-on method used in creative workshops to gain deeper insight into a problem. By non-verbally creating miniature scenes using craft materials or play objects, participants translate their personal perspective on the issue into a visual language. Other participants then observe and interpret these representations – without explanation or discussion. This process leads to new perspectives, interpretations, and often surprising insights into the structure and depth of the problem.

    “It's not that I'm so smart; it's just that I stay with problems longer.”

                                                                                                    Albert Einstein

    30 min
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    1. After the workshop has started (the problem or challenge has been explained), participants are asked to visualise the problem from their own perspective using the materials provided.
    2. Each participant has a maximum of 20 minutes to create a visual representation of the problem. No discussion or written language is permitted during this phase.
    3. Once participants have finished, they carry out two observation rounds in pairs (2 x 10 minutes). Person A observes Person B’s scene and describes out loud what they see – without asking questions or interpreting. Person B writes down these observations (without speaking). Then the roles are reversed.
    4. After both sessions, participants may exchange thoughts and refine their understanding of the problem or challenge. If the workshop continues in small groups, it is helpful to ask each group to formulate a shared problem statement.
    • Gather creative materials: cardboard, scissors, glue, felt-tip pens, symbols, Playmobil or Lego pieces.
    • Participants craft figures out of cardboard to visually represent the problem. As they are not allowed to speak or use written language, these figures must convey objects, people, situations and actions (e.g. arrows, exclamations, question marks, etc.).
    • If needed, prepare crafting templates (e.g. people, houses, objects) as printouts or stencils.
    • Provide paper and pens for noting down observations.
    • During the session, participants sit opposite each other at long tables. They take on the roles of the interpreting person and the observing person.
  • Quotation Exercise

    The "Quotation Exercise" uses inspiring quotes or proverbs as a starting point for reflection and creativity. Participants choose a quote that resonates with them and reflect on its relevance to the workshop theme. By discussing their chosen quotes, new perspectives and ideas emerge, supporting creative thinking.

    60 min
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    1. Lay out all the sheets with the proverbs on a table or on the floor.
    2. Ask participants to read through all the proverbs and choose the one that speaks to them most.
    3. Participants are then invited to read out their chosen proverb and explain why they selected it.
    • Select a theme for the proverbs that fits the workshop topic – for example, creativity or innovation.
    • Find at least as many proverbs or quotations related to the theme as there are expected participants.
    • Print each proverb or quotation in large format on a separate sheet of paper.
    • Online: Prepare a suitable format that can be shared with all participants.
  • Scavenger Hunt (deutsch: Schnitzeljagd)

    The scavenger hunt is a creative, movement-based activity in which small groups solve tasks, decipher clues, and locate specific places. It is ideal for encouraging playful learning, energising groups, and exploring a topic in an interactive way.

    180 min
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    Group size (+)
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    1. The game leader explains the aim of the scavenger hunt and the rules, and distributes any initial clues or materials.
    2. Participants are divided into small groups (depending on group size, three to six people per team).
    3. The teams begin their hunt.
    4. At the end, the puzzle solutions and results are presented.
    5. If it was a competition, the winning teams are announced.
    • Preparation time: 15 minutes to 2 hours, depending on the planned workshop
    • Define the topic and prepare the clues
    • In-person version: Create stations with physical clues and tasks (e.g. envelopes with instructions, puzzles, codes)
    • Online version: If using apps, input and test the content in the system
    • Prepare materials for the online version: app, tablets with GPS or camera, laptop (Costs: one-off for hardware, software licence)
    • Optionally prepare rewards
  • Stimulus Word Technique

    Quantity over quality. Let your thoughts run free. Who can come up with the most associations to a stimulus word in a short time? The stimulus word technique is a creative technique that encourages spontaneous associations and fresh ideas by using specific trigger words. The aim is to bypass critical thinking and quickly generate a wide variety of ideas.

    30 min
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    Group size (+)
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    1. Explain the method to the participants.
    2. Emphasise that the focus is on quantity.
    3. Announce a stimulus word and start the timer.
    4. Participants try to come up with as many terms as possible within the set time.
    5. The person with the most terms is invited to explain them.
    6. Repeat the exercise three to five times using different stimulus words.
    • Select three to five stimulus words that relate to the theme of the workshop.
    • Prepare a stopwatch or similar device to keep track of the time.
  • Taboo Method

    The Taboo Method is a creative warm-up technique that breaks the ice and playfully introduces participants to the topic of a workshop. Guessing terms related to the workshop topic encourages discussion, breaks down inhibitions, and focuses attention on the task at hand.

    30 min
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    Group size (+)
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    1. The group is divided into two teams.
    2. The first team selects a player to explain the first word.
    3. The chosen player picks a card without looking at it beforehand.
    4. They then try to explain the term on the card, without using any of the listed taboo words, if applicable.
    5. The first team to guess the word correctly earns a point.
    6. The winning team takes the next turn.
    7. You can play as many rounds as you like.
    • Prepare the game cards, each with a single term. The terms should be related to the workshop topic.
    • Optionally, add taboo words that must not be used.
  • Thermal Pleasures and Communication Problems (deutsch: Thermal Pleasures and Communication Problems)

    This method investigates thermal comfort in various spaces using a range of measurement techniques. It encourages reflection on the handling of subjective and objective data and sheds light on communication between different disciplines during data collection.

    60 min
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    1. The participants are informed about the aim of the method: to collect data on thermal comfort from different perspectives.
    2. They are then given the first question card to subjectively record their impressions of a room.
    3. In groups, a second question card is completed using a rating scale, allowing the room to be assessed collectively.
    4. Temperature and humidity are measured using the provided instruments (e.g. thermometer, hygrometer).
    5. Following the data collection, a plenary discussion takes place to reflect on the strengths and weaknesses of the different data collection methods.
    • Prepare question cards: 1. Subjective perception, 2. Rating scales, 3. Parameters to be measured (to be defined in advance)
    • Prepare the rooms; if necessary, alter the atmosphere of individual rooms by using warm/cool lighting or colours to create a specific effect.
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  • 1, 2 or 3 (deutsch: 1, 2 oder 3)

    Final method for participants to evaluate the workshop, inspired by the famous TV quiz show "1, 2 or 3".

    30 min
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    1. The facilitator explains the activity and the meaning of the fields: 1 = not good, 2 = average, 3 = good.
    2. Ask one of the prepared feedback questions and invite participants to choose a field by standing in it.
    3. Participants move from one field to another until the facilitator calls out: “1, 2 or 3 – last chance... time’s up!” At that moment, everyone stands on their final chosen field. Alternatively, the quiz show theme tune can be played instead of the countdown.
    4. Note the number of participants in each field.
    5. Ask follow-up questions to those standing in fields 1 and 2 to explore what could be improved.
    • Prepare three fields using tape or chalk and number them 1, 2 and 3.
    • Prepare specific feedback questions relating to different aspects of the workshop.
    • Variation: Download or have ready a YouTube video with the theme tune from the quiz show “1, 2 or 3”, so it can be played when it’s time for the questions.
  • 4 Pictures, 1 Story (deutsch: 4 Bilder, 1 Geschichte)

    “4 Pictures, 1 Story” is a creative group method in which innovative ideas are developed through collaborative drawing and storytelling based on given concepts.

    60 min
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    1. All participants receive a sheet divided into four sections. In the top left corner, two key concepts are noted.
    2. In the first section, a drawing is made that relates to the challenge.
    3. Then each person moves one seat to the right and continues the drawing on a new sheet, so that a story or continuation develops.
    4. This rotation happens a total of four times, until all four sections are filled.
    5. The fifth person, now sitting in front of a sheet they have not yet seen, must finally turn the sequence of images into a brief story. This story should relate to the original challenge.
    • Each person is given an A4 sheet divided into four separate sections. In addition, each person receives a blank sheet.
  • 6-3-5 Method

    The 6-3-5 method is a group-based brainwriting method or creativity technique similar to brainstorming. This technique generates and develops ideas typically involving 6 participants – though more or fewer can take part –, each writing 3 ideas on individual cards within 5 minutes. The cards are then passed on and the next person adds to or develops the ideas further. This process is repeated several times until a large number of creative ideas have been generated.

    30 min
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    1. Each participant receives a prepared 6-3-5 worksheet that includes a brief description of the problem topic.
    2. Participants write down 3 ideas and enter them into the fields of the first row.
    3. After five minutes, and upon instruction from the workshop facilitator, each participant passes their worksheet to the next person. 

      The next person adds three new ideas — either introducing new ideas, building upon existing ones, or expanding or improving previous ideas.

    4. This cycle continues until the entire table is filled. By the end of the process, up to 108 ideas will have been generated.

    • All participants have background knowledge of the workshop topic.
    • Prepare worksheets and writing materials: one sheet per person with a table consisting of 6 rows (one per round) and 3 columns (one per idea).
    • Online: Prepare a technical solution that allows ideas to be edited by multiple people in sequence (e.g., email, shared drive, online forms, etc.).
  • CATWOE

    CATWOE is an analytical method for systematically examining problems and potential solutions from six key perspectives: Customers (C), Stakeholders (A), Transformation process (T), Worldview (W), Owners (O), and Environmental constraints (E). The method helps understand complex systems, identify interdependencies, and recognize potential challenges or risks at an early stage.

    60 min
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    1. The method is briefly introduced, and the six CATWOE elements are presented.
    2. The problem or solution is explained.
    3. Participants are asked to reflect on it from the following six perspectives (in groups or individually):
      • C: Who receives the outcome? Is it to their advantage or disadvantage?
      • A: Consider the people who play an active role. Who is responsible? Who needs to be informed?
      • T: What activities need to take place to transform inputs into outputs?
      • W: What values and attitudes are involved?
      • O: Who has the power to interfere or bring the whole thing to an end?
      • E: Where are the boundaries, and what influences them? (e.g. laws, regulations, physical limits)
    • Define a problem or solution to be worked on.
    • Online: Ensure there is a way for the group to interact and exchange ideas.
    • Prepare flipcharts, writing materials, and paper – or digital tools such as Miro or MURAL for online use.
  • Crazy 8 (deutsch: Crazy 8)

    The “Crazy 8” method is a quick and effective creative technique in which eight ideas are sketched or described in a short space of time. It encourages spontaneous inspiration and is ideal for generating a variety of approaches to a given topic.

    30 min
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    Group size (+)
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    1. The facilitator begins by explaining the aim of the exercise to the participants (e.g. generating ideas for a product or solving a problem). It is important to establish a shared understanding of the topic to be explored.
    2. Each person receives a blank sheet of paper and a pen. Participants fold the sheet three times (horizontally and vertically) to create eight equal-sized rectangles.
    3. The facilitator gives a start signal. Everyone then has 40 seconds to sketch or briefly describe an idea in the first section. After 40 seconds, the facilitator signals to move on to the next one. This process is repeated eight times. After five minutes, the exercise ends.
    4. Once finished, participants can briefly present their ideas, and the facilitator may initiate a discussion or a prioritisation process.
    • A room is required where participants can work without distractions.
    • Lay out the necessary materials (paper, pens, timer).
    • Define the central topic or question to be addressed and clearly communicate it at the start.
    • Test the method in advance to ensure that the time limit is practical.
  • Crazy 8 – Deluxe (deutsch: Crazy 8 – Deluxe)

    This method is a quick and effective creative technique in which eight ideas are sketched or described in a short space of time. It encourages spontaneous inspiration and is ideal for generating a variety of approaches to a given topic. Unlike the “Crazy 8” method, where each person works individually on their own sheet, “Crazy 8 – Deluxe” involves working together as a team on the sheets.

    30 min
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    Group size (+)
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    1. The facilitator explains the procedure and introduces the theme or keyword.
    2. Participants begin by drawing in the first square.
    3. After two minutes, the sheet is passed on.
    4. The next participant adds to the drawing in the following square.
    5. This process continues until all eight squares are filled.
    6. At the end, the completed sheets are presented to the group, and similarities, differences, and creative approaches are discussed.
    • A3 paper and a selection of pens are laid out.
  • CreaLab ex nihilo – more from less
    Alchemists were experts of material knowledge, and you can perform metaphysics by simply engaging with material in your surroundings. In this workshop we use the interaction with Nature’s material as an access point to alternative views of the world, we seek to understand how these can be experienced and be ‘habitable’.
    180 min
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    1) 10 minutes: Meet-up at the agreed place and short introduction about the topic.

    2) about 30 minutes: Walk to the forest, discussing the core questions on the cards

    3) 10 minutes: Arrival at the forest, the material is distributed.

    4) 20 minutes:  You can choose a place in the undergrowth alone or in groups of two, max three, depending on size of the cloths. Sit under the cloth (held up with one or more sticks to form a small tent) and observe for about 20 minutes. Collect material in the glass.

    5) 10 minutes: Check-in, gathering

    6) 20 minutes: Repeat. Not in the same groups. If you were not alone before, then try it this time

    7) 30 minutes: Gather again. Discussion of experiences and results.

    8) Open end: Comfortable picnic

    1) Workshop leaders meet and consider key questions for the walk. For example: What is substance? What can I know, what can I hope? What is your alternative, habitable worldview? Is performative metaphysics collective or individual? (These questions are afterwards written on the cards, which will be distributed and discussed during the walk).

    2) It is worthwhile to walk the path to the forest and to investigate and experience the site in advance.

    3) The material is collected and prepared: Per participant: 4 cards with core questions  | Cloth (approx. 70x150 cm, old sheet) | Wooden stick (approx. 80 cm) | Closable glass (e.g. Confiture glass) | A3 paper (paper funnel for focused observation) | tape

  • CreaLab ex nihilo – more from less
    Alchemists were experts of material knowledge, and you can perform metaphysics by simply engaging with material in your surroundings. In this workshop we use the interaction with Nature’s material as an access point to alternative views of the world, we seek to understand how these can be experienced and be ‘habitable’.
    180 min
    +
    -
    Group size (+)
    Too long (+)

    1) 10 minutes: Meet-up at the agreed place and short introduction about the topic.

    2) about 30 minutes: Walk to the forest, discussing the core questions on the cards

    3) 10 minutes: Arrival at the forest, the material is distributed.

    4) 20 minutes:  You can choose a place in the undergrowth alone or in groups of two, max three, depending on size of the cloths. Sit under the cloth (held up with one or more sticks to form a small tent) and observe for about 20 minutes. Collect material in the glass.

    5) 10 minutes: Check-in, gathering

    6) 20 minutes: Repeat. Not in the same groups. If you were not alone before, then try it this time

    7) 30 minutes: Gather again. Discussion of experiences and results.

    8) Open end: Comfortable picnic

    1) Workshop leaders meet and consider key questions for the walk. For example: What is substance? What can I know, what can I hope? What is your alternative, habitable worldview? Is performative metaphysics collective or individual? (These questions are afterwards written on the cards, which will be distributed and discussed during the walk).

    2) It is worthwhile to walk the path to the forest and to investigate and experience the site in advance.

    3) The material is collected and prepared: Per participant: 4 cards with core questions  | Cloth (approx. 70x150 cm, old sheet) | Wooden stick (approx. 80 cm) | Closable glass (e.g. Confiture glass) | A3 paper (paper funnel for focused observation) | tape

  • Crowdsourcing

    Crowdsourcing is a method of outsourcing tasks, ideas or projects to a large group of people to benefit from their knowledge, creativity and perspectives. This technique is often used to develop innovative solutions, gather feedback or generate creative content.

    60 min
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    1. Publish the project: Share the task or project on the selected platform and clearly communicate the requirements and deadlines.
    2. Engage participants: Encourage participation through social media or targeted advertising.
    3. Collect ideas: Monitor the submitted proposals and respond to participants’ questions if needed.
    4. Evaluation: Assess the submitted entries based on the defined criteria and select the best solution.
    • Define the goal and target group, and formulate the task.
    • Research which platform is best suited for the crowdsourcing process.
  • Disney Method

    The Disney Method is a creativity technique inspired by Walt Disney’s approach to imaginative thinking. It structures the creative process into three distinct mindsets: Dreamers develop visionary ideas, Realists plan their implementation, and Critics identify potential weaknesses. By deliberately switching between these perspectives, teams can generate ideas that are both original and feasible.

    60 min
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    1. The process begins in the Dream Zone. Participants are encouraged to be enthusiastic and to generate ideas without limitations.
    2. Next, they select the most promising ideas and move to the Reality Zone, where they test them against real-world constraints. Ideas that don’t hold up are sent back to the Dream Zone for revision.
    3. Then, the ideas are subjected to critical analysis in the Critique Zone.
    4. Ideas that successfully pass through both the Reality and Critique Zones are selected for further development.
    • Create a Dream Zone. It should be inviting and include all the materials the group might need.
    • The Reality Zone should feel less cosy and more functional. It should also contain all the tools required to test and plan ideas.
    • The Critique Zone should be as small and uncomfortable as possible – designed to provoke honest feedback. No one should feel like staying there for long.
    • Online: You may need to settle for simply using three separate private breakout rooms that can be entered one after the other. These may not be customisable in terms of setting.
  • Fast Forward Future Game (deutsch: Fast Forward Future Game)

    The Fast Forward Future Game enables participants to explore and discuss a specific issue. The game is designed as a board game inspired by Snakes and Ladders, using colour-coded cards that reflect different perspectives and decisions about the future. By rolling the dice, players move from one question to the next without the possibility of going back – because the future knows no return.

    60 min
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    As a stand-alone workshop:

    • The full game is prepared in advance. Participants play and discuss in pairs (or in threes, with one person acting as facilitator), fill in blank cards with additional content, and select key outcomes (cards) at the end. Duration: 45 to 60 minutes.

    In the Opening phase:

    1. Test run using pre-prepared cards (30 minutes) in groups of three.
    2. Prepare additional cards in pairs (20–30 minutes, at least seven cards per colour).
    3. Shuffle the cards and play in new groups of six for 20 minutes (approx. 90 cards per table).
    4. Select key cards for further work or implementation (15 minutes).

    In the Closing phase:

    1. Brief introduction to the game (10 minutes).
    2. Distribute the topics developed in the earlier workshops across the groups (15 minutes).
    3. Create cards in the five colours, tailored to the assigned topic, in groups of three (approx. 9 cards per colour, 30 minutes).
    4. Shuffle the cards and play in new groups of six (approx. 90 cards per table, 30 minutes).
    5. Select key cards for further work or implementation (15 minutes).
    • The FaFoFuGa requires a deep engagement with the workshop topic. However, it also provides a strong foundation that can be used beyond the workshop itself.
    • The workshop facilitators should prepare by filling in at least four cards of each colour as a test run. These can serve as examples or be used for an initial round of the game. Alternatively, the entire game can be designed in advance and played straight away.
    • In a series of workshops, results from previous sessions can be sorted into the appropriate categories (Current situation/challenges – Constructive elements – Future visions – Tipping-point questions and responses).
    • Provide cards in six colours (pink, yellow, blue, green, red, orange), along with dice and playing pieces.
  • Image Interpretation (deutsch: Bildinterpretation)

    This method harnesses the visual power of images to spark creative ideas and new perspectives. By analysing images related to specific keywords, participants gain inspiration and fresh food for thought.

    30 min
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    Group size (+)
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    1. Each participant is assigned a different keyword.

    2. They enter their assigned keyword into Google Images (www.google.ch) and select one image per keyword. Each image is then described in detail by the participants, using the following guiding questions:

    • What do you see in the image?
    • What colours can you identify?
    • What is the mood of the image?
    • What emotions does the image evoke?
    • How do you interpret the image in relation to the question at hand?

    3. Afterwards, each participant chooses one image to present to the group.

    • Choose keywords that match the topic
    • Ensure internet access is available
  • Imagery Modelling

    Imagery Modelling is a creative method for expressing ideas or concepts in three dimensions. Using simple materials, participants build a model that makes ideas tangible, encourages reflection, and supports communication.

    180 min
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    Group size (+)
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    Within a short time frame, “Quick and Dirty Prototyping” can be carried out. In this process, an idea or concept is presented in a way that others can understand and grasp its intended function. It is a rough version of the idea, allowing those involved to recognise its limitations. The activity is carried out under time pressure, typically within around 15 minutes.

    In the actual “Imagery Modelling” phase, a tangible model on a chosen topic is created within 30 to 60 minutes. This process brings to light implicit assumptions and perceptions about abstract concepts. The focus is not on what can be “recognised” in the models, but on what they express. The creation process, personal positioning, and critical reflection are key elements. Through modelling, a visual representation emerges that helps communicate goals and values more clearly.

    If more time is available, the “High-Speed Design Process” can be applied. Here too, the idea is modelled using simple materials. However, the interests and needs of the target groups are explicitly included – for example through interviews or focus groups, which require more time. The process is structured in five phases:

    1. Exploration: How is the existing practice carried out, which the newly designed product aims to improve? Activities of the target group are reconstructed through user interviews.
    2. Visioning: The goals and motivations associated with using the new product are summarised. What supports the target group in using it – and what stands in the way?
    3. Hypothesis Generation: Based on the vision, a guiding question is formulated to inform the development of an improved product.
    4. Testing: Five possible solution approaches are sketched and presented to users. Their feedback is collected and used to refine the ideas.
    5. Explaining and Communicating: One option is selected for prototyping. The prototype is then created and evaluated by the participants. What works well? What needs improvement?
    • Provide creative materials and workspace
    • Clarify the method’s purpose and process
  • Keyword Theatre

    In the “Keyword Theatre” method, participants create a short play based on assigned keywords.

    30 min
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    Group size (+)
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    1. The participants are divided into groups of three to five people.
    2. Each group receives a set of keywords.
    3. The groups are given 10 to 20 minutes to develop and rehearse their play. They may choose any location they like for this.
    4. The groups then perform their plays one after the other.
    5. After each performance, the key insights are discussed and written down on a flipchart.
    • Prepare cards with keywords.
    • Prepare a flipchart and markers to consolidate the key insights.
  • Lego Serious Play

    Lego Serious Play (LSP) is a creative method that uses Lego bricks to make ideas, concepts, and problem-solving approaches tangible. Through the playful construction of models, participants engage in hands-on thinking to structure their thoughts, express ideas, and build shared understanding within teams. LSP is particularly well suited to team-building, innovation, and strategic planning.

    60 min
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    Group size (+)
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    The method can be applied with both groups and individuals. Ideal group sizes vary: the following guide refers to four to eight people, while other sources suggest eight to twelve. In all cases, the group requires a facilitator.

    The process usually consists of three main phases:

    1. Challenge: A question or problem is presented for participants to explore through model building (e.g. “What does our ideal team look like?”).
    2. Build: Each participant builds a model that symbolises their thoughts and solutions.
    3. Share: Everyone presents their model and explains its symbolic meanings. The facilitator ensures the discussion stays focused.

    The models can also be expanded or combined to develop shared solutions or visions.
    Photograph the models and summarise the key insights in writing.

    • A large number of Lego or Duplo bricks is needed; figures and base plates are also useful, though not essential. Fixed building sets are less suitable than standard bricks combined with small figures.
    • Define a clear goal or guiding question for the workshop.
  • Lemon Method (deutsch: Zitronenmethode)

    The Lemon Method combines sensory experiences with creative thinking. Participants engage all five senses – touch, sight, hearing, smell, and taste – to unlock associations with a particular topic and broaden their perception.

    60 min
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    After each of the five sensory experiences, the corresponding question or task on the worksheet is answered or completed.

    1. The lemons are handed out to each participant inside the cotton bag.
    2. The exercise begins with touch: each person reaches into the cotton bag and feels the lemon.
    3. Next is sight: each participant is invited to examine the lemon closely.
    4. Once sight is complete, you move on to hearing: participants listen to the sound of the lemon being grated using a grater.
    5. After answering the hearing-related question or completing the task, participants can immediately proceed to smell.
    6. And finally, taste: each person uses their own spoon to taste the lemon.

    Once all questions or tasks have been completed, the results are presented in the plenary using a method of your choice or one appropriate for the group size.

    • You will need one worksheet, one cotton bag, one organic lemon, and one spoon per participant. In addition, one or more graters will be required.
    • Before the workshop, prepare a worksheet containing five theme-related guiding questions – each corresponding to one of the five senses. For example: What does the educational landscape of 2030 smell like?
  • Mapping Social Networks

    The “Mapping Social Networks” method helps to make relationships and interdependencies between actors within a network visible. By visualising connections – for example, using sociograms – relevant structures and communication pathways can be identified and used to develop tailored solutions.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. Explain the purpose and aim of the method.
    2. Participants develop the core function of the model (10 to 15 minutes).
    3. They then create the model (20 to 30 minutes). For the analysis and presentation, sociograms are often used, with actors represented as nodes and their relationships as connecting lines. A matrix-based representation may also be used.
    4. Participants are then given some time to reflect on and take in their creations.
    5. Finally, everyone comes together to present their models and explain the assumptions, ideas, and intentions behind them.
    • Clearly define the boundaries of the network: Which individuals or groups should be included?
    • Data collection: In smaller groups, this can be done through interviews or observations; for more complex analyses, online tools are also available.
    • Provide paper and pens for manual sociograms, and software for more advanced visualisations.
  • Megatrend

    The Megatrend method is a technique for identifying long-term societal and technological developments that can serve as a foundation for innovation processes and strategic planning. By examining relevant megatrends, new business models, product ideas, or change processes can be derived.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. Give a brief introduction to the topic of megatrends.
    2. Participants study the prepared influencing factors (megatrends).
    3. Participants are asked to write ideas for the current focus area on idea cards or Post-its, inspired by the trends.
    4. The idea cards are pinned or stuck to a wall, possibly with explanations from the participants.
    • Research megatrends and select relevant trends for the topic.
    • Analyse or research the social and technological impact of the respective trends.
    • Represent the trends on cards, posters, or on a computer.
    • Online: Ensure that participants can access the megatrend map and that there is a way to collect electronic feedback on each station.
  • Miscellanous (B)
    Choose this activity if you don't find a suitable method, and edit it in the time table.
    30 min
    +
    -
    Group size (+)
    Too long (+)
  • Paradoxical Intervention

    The paradoxical intervention deliberately encourages behaviours that are opposite to the desired goal. This reversal helps raise awareness of problematic patterns, shift perspectives, and find new solutions.

    180 min
    +
    -
    Group size (+)
    Too long (+)
    1. The concept of the paradoxical intervention is explained to the participants.
    2. Together, a problem or pattern is defined.
    3. A paradoxical action or demand is developed that seemingly contradicts the goal (e.g., "Deliberately make more stress for yourself until it becomes absurd").
    4. The participants carry out this action and then reflect together on the results and insights.
    5. Finally, there is a discussion on how these new perspectives can be applied to the original problem.
    • Define a clear goal or problem.
    • Prepare a list of possible paradoxical tasks related to the problem.
  • Party Communication (deutsch: Parteien-Kommunikation)

    “Party Communication” is a creative method that explores future communication possibilities between diverse – and often unusual – parties (e.g. a grandmother and a fish). The aim is to design humorous and imaginative scenarios that broaden perspectives and stimulate the imagination.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. The aim of the exercise is explained, along with examples of possible scenarios (e.g. “How might a grandmother communicate with a fish? By carrier pigeon or smoke signals?”).
    2. Participants each pair two parties from the lists.
    3. Working individually, they write down their creative ideas.
    4. After around four rounds, each participant presents one scenario. The group then chooses the funniest or most creative one.
    • Create a predefined list.
    • Create a list of people/parties based on previous exercises (e.g. a sketch activity).
    • Hand out sheets of paper and pens.
  • Problem Identification Matrix (deutsch: Problem-Identifikations-Matrix)

    The Problem Identification Matrix is a creative analysis method that combines topic-related stimulus words with problem-oriented key terms to generate potential problem scenarios. The aim is to explore the core of a broader issue in a new way and to reveal hidden challenges.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. Each participant receives a prepared matrix form from the facilitator.
    2. Participants complete the matrix by forming combinations and asking themselves for each one: Can a relevant problem be derived from this? Example: A stimulus word is “dress”, and a problem term is “privacy”. The combination might result in the scenario: “Shop XY sells 3D body scan data of customers to health insurance providers for health marketing purposes.”
    3. Afterwards, participants present their most compelling problem scenarios to the group. Together, the most important scenarios are selected and prioritised.
    • Gather relevant stimulus words from previous activities (e.g. from brainstorming sessions).
    • Select suitable problem terms that reflect typical concerns related to the topic.
    • Prepare a matrix with at least five stimulus words (left-hand column) and five problem terms (top row).
    • Provide the matrix either as a printed A3 sheet or in digital form (e.g. whiteboard or online form).
    • Make writing materials available.
  • Prototyping / Rapid Prototyping

    Ideas are generated through creative prototyping, also known as rapid prototyping, which encourages free experimentation and hands-on engagement with the product. Working with your hands fosters a deeper understanding. The goal is to create a simulation of the final product as early as possible in order to gain clearer insight into its function and form.

    180 min
    +
    -
    Group size (+)
    Too long (+)
    1. The participants are introduced to the method and encouraged to create freely.
    2. Work phase: Creating the prototypes.
    3. Participants present their prototypes.
    4. The prototypes are discussed in the group and may also be tested.
    5. If appropriate, the prototypes can be further developed or put on display.
    • Consider which materials will be used to create the prototypes – for example, modelling clay, cardboard, wood, etc.
    • Ensure that there are sufficient materials and tools available for working – such as scissors, craft knives, hot glue guns, string, adhesive tape, and so on.
    • Protect the work surfaces, and if necessary, provide cutting mats or protective coverings.
    • Set up the workstations accordingly.
  • Role-play perspectives – Who am I? (deutsch: Rollenspiel-Perspektiven – Wer bin ich?)

    This method fosters a deeper understanding of a topic through perspective shifts and role-play. Participants take on fictional characters and discuss the topic from different viewpoints. It is particularly well suited to complex issues where multiple interests or perspectives are involved.

    180 min
    +
    -
    Group size (+)
    Too long (+)

    1. Instruction – 15 minutes

    This step involves assigning each participant a persona.

    All participants are welcomed in the main session and briefed on the process. They are then asked to open the Miro board link.

    The personas are defined collaboratively on Miro. Each persona is “developed” step by step by completing four sentence prompts. Each participant begins by selecting a Post-it from the circle.

    Ready to play:

    1. Participants complete the first sentence on their selected Post-it.
    2. Once done, they move to the next Post-it to their right.
    3. This process is repeated four times.
    4. After the final sentence is completed, participants switch to one last Post-it and thus receive their assigned persona.

    2. Ready to mingle – 15 minutes
    Once participants have been assigned a fictional persona and a number, they adopt the roles of their respective colour groups.

    There are six colour groups, each representing a particular way of thinking. These are explained by the facilitator. Each group consists of two people:

    • White: neutral, analytical, focused on numbers, data, facts
    • Green: creative, full of ideas, impulses, thought-provoking
    • Red: personal, emotional, expressing feelings, opinions, fears, hopes
    • Black: critical, questioning, focusing on risks, problems, concerns, doubts
    • Yellow: optimistic, highlighting advantages, positivity, benefits, opportunities

    The blue group is taken by the facilitator. This group maintains an overview of the thinking process and ensures structure and documentation of outcomes.

    Preparation:

    The facilitator explains the roles and writes them on a Post-it on Miro so participants can refer back to them as needed.

    The goal is for participants to explore the topic from different angles, shifting perspective and broadening the discussion.

    Each team’s results are written on individual Post-its and later compiled on one large shared Post-it on Miro.

    3. Interview – 10 minutes

    From the previous groups, pairs are formed — ideally from different colour groups.

    Each participant has a few minutes to come up with three questions and write them on a Post-it.

    These questions are posed from the perspective of their assigned persona and should relate to previous group discussions. Each person interviews their partner for five minutes, then they switch roles. It is important that both questions and answers are noted down. By the end, each participant should have gained new insights and perspectives on the broader topic.

    4. Switch – 20 minutes

    Participants are divided into two groups of five, with each colour group represented once. Discussions continue in these larger groups.

    At the halfway point, personas are reassigned by the facilitator. Each participant gets one minute to familiarise themselves with their new role before continuing. Results are again documented on Miro Post-its.

    The goal is to defend and justify previously gathered input from the viewpoint of the new persona.

    Switching roles pushes participants out of their comfort zone and opens up fresh ideas and perspectives.

    5. Back to mingle – 10 minutes

    In this round, participants receive yet another persona and engage in a second round of discussions in their new roles, much like in step 2.

    Again, results are recorded on Post-its.

    6. Group Brawl – 15 minutes

    The final round brings everyone back into the main Zoom session for a lively plenary debate. Participants defend their personas’ interests, ideas, and conclusions in one last passionate discussion.

    • Prepare a clear description of each role that participants can refer to during the workshop.

    Online:

    • Ensure that all participants receive the Zoom and Miro links in advance.
    • Test the breakout rooms beforehand.
    • Set up a Miro board with colour-coded Post-it notes for the personas: ten Post-its arranged in a circle, with two Post-its of each colour (white, green, red, black, yellow).
  • Schnitzelbank

    The “Schnitzelbank” is a creative method in which a group collaboratively develops and performs a humorous, rhymed story or scene in a playful way. Predefined keywords must be woven into the text both thematically and in rhyme. The activity promotes creativity, teamwork, and spontaneity.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. The method is explained.
    2. The predefined words are shown or handed out to the group.
    3. Each person creates at least one line using one of the words.
    4. The story is performed by the group as a sketch.
    • Slips of paper with predefined words (e.g. related to the workshop theme)
    • Paper and pens for noting down the rhymes
  • Six Thinking Hats (6TH)

    The Six Thinking Hats method allows problems to be viewed from different perspectives. Each way of thinking is symbolised by a different hat colour. The method enables groups to explore a problem from multiple angles in order to make well-informed decisions.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. Explain the problem or topic to be addressed.
    2. Divide participants into groups and let them choose a hat colour. Alternatively, all groups can work on the same colour at the same time.
    3. Each group should have a facilitator to guide the discussion and help keep it productive.
    4. Make sure that each group is thinking from the perspective assigned to them.
    5. Groups should document their insights so that the results can be further analysed.
    6. Each group selects one person to present their proposed solutions to the whole group.
    7. Create a summary of the results.
    • Set up the room in a way that allows for small-group discussions.
    • Clearly and visibly write down which characters or viewpoints each hat represents.
    • Online: Ensure that clearly labelled virtual breakout rooms are available, which participants can enter and leave at any time.
  • Storytelling

    Storytelling is a creative method for conveying knowledge, ideas or concepts in an engaging way. By deliberately using narrative structures, complex topics can be made easier to understand, emotions can be stirred, and connections can be clearly illustrated.

    180 min
    +
    -
    Group size (+)
    Too long (+)
    1. Finding a topic: What makes it special (e.g. a product or service), what is the core message, and which mission or values are associated with it?
    2. Plot: Note down everything that is associated with it – feelings, characters, impressions, etc.
    3. Reduction: Select and focus on what really matters to get the story across clearly and concisely.
    4. Dramaturgy: Use all the elements a good story needs. Be mindful of structure – for instance, don’t reveal everything too early; allow for a sense of build-up.
    5. Finale: Is there a happy ending? What mood does the story convey, and how can it actively motivate or inspire us?
    • Clarify the objective: What is the story meant to achieve? Should it inform, inspire, or entertain? Who is the target audience?
  • Survey
    30 min
    +
    -
    Group size (+)
    Too long (+)

    Depending on the format, you create either an online survey or a written version.

  • SWOT

    The SWOT analysis (Strengths, Weaknesses, Opportunities, and Threats) is a strategic tool for systematically evaluating the strengths, weaknesses, opportunities, and threats of a company, project, or idea.

    180 min
    +
    -
    Group size (+)
    Too long (+)
    1. Appoint a facilitator who can listen well and knows how to guide a group without straying from the topic.
    2. For large groups, assign an assistant to help with the facilitation. The analysis and discussions can be recorded on a flipchart or similar.
    3. Introduce the SWOT method. You can use simple questions such as: "Where are we now? And where do we want to go?"
    4. Depending on the time available, participants should briefly introduce themselves before being split into groups of three to ten people.
    5. Each group selects a facilitator who will be responsible for recording the analysis. A blackboard or similar is needed for this.
    6. Each group should spend 20 to 30 minutes gathering strengths, weaknesses, opportunities, and threats related to the topic. Everything is allowed.
    7. Remind participants to collect as many ideas as possible, as the evaluation will come later.
    8. Comments on the organisation can help generate new ideas.
    9. Once a list is created, it should be narrowed down to the ten most important points.
    10. In the next step, the groups come together, and the generated lists are merged onto a flipchart or a blackboard.
    11. Ensure that the SWOT order is followed or prioritise according to factors such as the most dangerous weakness or the greatest opportunity.
    12. Move from group to group or invite everyone to contribute their ideas.
    13. Depending on the time available:
      1. Agree on the most important points in each category.
      2. Link the analysis to the vision, mission, and goals.
      3. Develop plans and strategies.
      4. If necessary, a written summary of the analysis can be made for future use.
    • Prepare a small version of a SWOT analysis.
    • Ensure that there is enough space in the room.
  • Utopian Collage (deutsch: Utopische Collage)

    The Utopian Collage is a creative method for developing visions of the future. Participants work together to create a large photo collage using magazine images and their own sketches. After an initial phase of open creation, key focus areas are identified and further developed in small groups – without regard for existing constraints or limitations. The goal is to generate new, inspiring and utopian visions of the future.

    180 min
    +
    -
    Group size (+)
    Too long (+)
    1. The participants gather around the large sheet of paper (at least 1x2 metres) and are provided with scissors, adhesive tape and magazines.
    2. The facilitators then explain the process and agree on the time frame for creating the collage.
    3. In the first step (approx. 30 minutes), the participants begin creating the collage. During this phase, the facilitators introduce additional images, which are incorporated into the collage to stimulate dialogue.
    4. Once the collage is complete, the group identifies three to five key focus areas in a plenary session (roughly A4-sized sections of the collage), marking them with sticky dots for closer examination.
    5. These sections are cut out and assigned to smaller sub-groups of two to four people for further development. Group allocation is based on interest.
    6. In the second step (approx. 30 minutes), the selected cut-outs are expanded with further sketches and magazine clippings. Participants are encouraged to look beyond existing boundaries and constraints, leading to the creation of utopian or even dystopian visions.
    7. Finally (approx. 30 minutes), the sub-groups present their “utopian collage” to the plenary, compare the outcomes, and reflect on or comment on each other’s results.
    • Collect magazines in advance.
    • Prepare a sufficient number of scissors, pens and adhesive tape.
    • Large sheet of paper for the collage (at least 1x2 metres)
    • Flipchart paper for the second step
    • Options for displaying/hanging up the work
  • What do you see?

    Participants create a drawing based on a set of keywords and use it as a starting point for developing innovative solutions. The method encourages both individual creativity and teamwork, as the drawings are interpreted and ideas are developed collaboratively.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. Each person receives three keywords. These can be prepared in advance or selected at random (e.g. using the ABC Method).
    2. Participants create a drawing based on the keywords (max. 15 minutes).
    3. The drawings are then passed on, and the new holders interpret them and write down their ideas (max. 10 minutes).
    4. The drawings and interpretations are passed on again. The next participants develop a concrete solution based on them (5 minutes to read, max. 15 minutes to present).
    • Pens
    • Attached template
  • World Café

    The World Café is a participatory creativity method that builds on informal exchange in a relaxed, café-style atmosphere. Its aim is to connect knowledge, develop shared ideas and uncover new perspectives. In rotating small groups, participants discuss key questions on a given topic and carry their insights forward, helping to foster a collective thinking process.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. The facilitator warmly welcomes the participants, introduces the World Café, and ensures that everyone understands the context and concept, and feels at ease.
    2. Four (maximum five) participants are seated around each table.
    3. At least three rounds of conversation are held, each lasting 15 to 20 minutes.
    4. The questions or issues should relate as closely as possible to participants’ own lives, professions or environments.
    5. Participants are invited to note down their key ideas on cards or directly on the table covering.
    6. One person remains at the table as host, while the others take the ideas they have gathered to their new tables.
    7. The opportunity to engage with different ideas, questions and topics in successive conversations helps create connections.
    8. In the final round, travellers can return to their original tables to share and synthesise their experiences.
    9. It is possible to keep the same question throughout all rounds or to vary the questions to allow for deeper insight.
    10. After at least three rounds of conversation, findings should be shared. Patterns may emerge, shared knowledge expands, and opportunities for action begin to take shape.
    • Choose a helper in advance.
    • Define the purpose and focus of the World Café.
    • Create a café-like atmosphere, e.g. small round tables with tablecloths, flowers, paper and pens. There should be four chairs per table.
    • Prepare the questions for the discussion.
    • Online: Set up private breakout rooms in Zoom or Microsoft Teams.
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Methods Turnaround
  • Balancing-Out Method

    The Balancing-Out method combines physical exercises using balance boards with the evaluation of ideas. It serves as a closing activity for a workshop, where collected ideas are sorted and evaluated based on three criteria. The goal is to identify a well-balanced and feasible solution.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. Form pairs; provide one balance board and necessary materials per group.
    2. Introduction by the facilitator, including a brief explanation of the three criteria and how the ideas will be sorted.
    3. Introductory exercise for all participants on the balance board.
    4. Balance board exercise for coordination and complexity: ideas are sorted according to this criterion.
    5. Balance board exercise for balance: ideas are sorted according to this criterion.
    6. Balance board exercise for strength, power, and cost: ideas are sorted according to this criterion.
    7. Clustered ideas are evaluated with points.
    8. Each group’s top ideas are rated again using points.
    9. The final solution emerges from the average of all groups’ results.
    10. Optional final balance board exercise (relaxation).
    • Ideas contributed during previous workshops are written on pin cards.
    • Prepare a set of pin cards and adhesive dots for each group.
    • Balance boards including accessories: one board per two participants.
    • Ensure there is enough space for the balance boards.
  • Brain teaser

    Brain teaser to lighten the mood.

    30 min
    +
    -
    Group size (+)
    Too long (+)

    Have playing cards, dice, or similar items ready.

    Provide playing cards, dice or something similar.

  • Breathing exercise

    This breathing exercise combines conscious breathing with gentle stretching movements to promote relaxation, body awareness, and inner calm. Suitable for both groups and individuals, whether online or offline, it’s ideal for boosting creativity or clearing the mind after intense work sessions.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1.  
    2. Everyone sits on a chair and closes their eyes.
    3. Both feet are placed flat on the floor, side by side.
    4. Focus is directed to the breath.
    5. The shoulders begin to move in slow circular motions. Gradually, the arms are included until they are stretched out horizontally. Hold this position for a moment.
    6. Slowly place the palms on the shoulders and return focus to the breath.
    7. The arms slowly lower again. The head rests on the left shoulder, then rotates backward and comes to rest on the right shoulder. The head continues to circle forward. Let the body slowly sink into the chair and remain there for a while.
    8. Slowly straighten up, vertebra by vertebra, and gently open the eyes.
    9.  
    •  
    • Find a quiet room with enough space for all participants.
    • Provide stable chairs without armrests.
    • Write down the sequence of the exercise and optionally prepare calm background music.
    •  
  • Chocolate Game

    The Chocolate Game is a fun, dynamic icebreaker for groups. Under time pressure, participants must unwrap and eat a chocolate bar using cutlery – all while dressed in a quirky costume. The game sparks laughter, excitement and strengthens group dynamics.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. All participants are asked to sit around a table.
    2. The rules of the game are explained.
    3. The first person begins by rolling the die and immediately passes it on. As soon as someone rolls a six, that person must quickly put on all the clothing items and the goggles, take the cutlery, and start unwrapping and eating the chocolate.
    4. Meanwhile, the die continues to be passed around. As soon as someone else rolls a six, the current player must quickly remove the costume and hand it over to the new player.
    5. The game ends when the chocolate has been completely eaten.
    6. The game is intended primarily for fun, so there is no need to declare a winner. Alternatively, the person who ate the most chocolate can be named the winner.
    • Buy and wrap the chocolate.
    • Organise cutlery, gloves, a scarf, glasses, a hat and a die.
  • Creative guessing

    In creative guessing, two teams compete to express terms through drawing, mime, or explanation. The activity promotes creative thinking and stimulates different areas of the brain.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. Form two teams.
    2. The first person draws a card and presents the term.
    3. Both teams guess.
    4. After 60 seconds, the round ends and the point is awarded.
    • Label at least one card with a term for each participant.
    • Decide whether the term should be explained, drawn, or acted out (note this on the card).
    • Fold the card so that its content is not visible.
  • Dalli-Klick (Guess the Picture) & Guess the Song

    This method combines two creative games: picture guessing (Dalli-Klick) and song guessing. It encourages teamwork, quick thinking, and fun. The goal is for teams to identify pictures and songs, collect points, and ultimately emerge as the winning team.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. Introduce the game and explain the rules (IMPORTANT: Anyone who knows the answer must say their name first; only then will the referee call on them to give their answer.)
    2. Form two teams
    3. Dalli-Klick:
      • Picture 1 – Reveal (with slide)
      • Picture 2 – Reveal (with slide)
      • Picture 3 – Reveal (with slide)
      • Picture 4 – Reveal (with slide)
      • Picture 5 – Reveal (with slide)
    4. Song Guessing:
      • Song 1 – Reveal with slide
      • Song 2 – Reveal with slide
      • Song 3 – Reveal with slide
      • Song 4 – Reveal with slide
      • Song 5 – Reveal with slide
    5. Add up the points and celebrate the winning team (optionally with a small prize)
    • Select images (not too easy and not too difficult) and prepare them in PowerPoint with animations
    • Select songs and prepare song excerpts
    • Create slides with song facts for the reveal
  • Feeling With Your Feet (deutsch: Mit den Füssen spüren)

    „Feeling with your feet“ is a sensory exercise designed to enhance perception and mindfulness. Walking barefoot on surfaces with different textures allows you to consciously register a range of sensory impressions.

    30 min
    +
    -
    Group size (+)
    Too long (+)

    1. The purpose and procedure of the exercise are explained (e.g. perception, relaxation, mindfulness).

    2. Participants are asked to remove their shoes and socks.

    3. They then walk across the different types of ground. Possible prompts include:

    • “How does the ground feel beneath your feet?”
    • “Pay attention to temperature, texture and pressure.”

    4. Afterwards, the group gathers to reflect on the experience. Which surface made the strongest impression – and why?

    • Find a varied outdoor area that offers different types of ground, such as grass, gravel, sand, or water.
    • Alternatively, the exercise can be carried out indoors using prepared materials, such as mats with sand or gravel.
    • Optional items include towels, water basins, or portable ground surfaces suitable for indoor use.
  • Floating Nails

    How can several nails be made to appear as if they are floating? This fascinating experiment challenges creative thinking and a sense of physical balance.

    30 min
    +
    -
    Group size (+)
    Too long (+)

    Depending on the target group, it may make sense to carry out the task individually, in pairs, or in teams.
    It can also be useful to have participants create the set themselves first – for example, by sawing suitable boards, hammering in the base nail, and gathering the required number of nails.

    Option 1 (set fully provided):

    • Provide the necessary number of sets based on the number of participants and the chosen group arrangement (individuals, pairs, or teams). Give the task and allow 10 to 15 minutes for completion.

    Option 2 (set to be created first):

    • Provide the necessary materials (boards, saws, hammers, nails, and possibly protective gloves or goggles) according to the number of participants and group arrangement. Give safety instructions, assign the task, and once the sets have been completed, allow 10 to 15 minutes for the challenge itself.
    • Prepare enough sets depending on the number of participants.
    • Complete sets are also available to buy commercially.
  • I’m packing my backpack… (deutsch: Ich packe meinen Rucksack....)

    “I’m packing my backpack…” is a playful method that promotes memory, creativity and team dynamics. The aim is to remember as many items as possible from an ever-growing list.

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. The rules of the game are explained.
    2. The facilitator suggests the first item, and then each participant adds one item to the list.
    3. With each round, the list grows longer. A moderate pace should be maintained to adjust the level of difficulty.
    4. Participants who make a mistake – by getting the order wrong or forgetting an item – are out.
    5. The game ends when only one person remains or when the group decides that the list is long enough.
    • No preparation is needed.
  • Miscellanous (D)
    Choose this activity if you don't find a suitable method, and edit it in the time table.
    30 min
    +
    -
    Group size (+)
    Too long (+)
  • Nature Photoshoot (deutsch: Fotoshooting von der Natur)

    During the “Nature Photoshoot”, participants explore their surroundings on a walk and capture striking moments or details using their smartphones. This method promotes mindfulness, creativity, and group interaction.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. The method is briefly explained, the Miro board is introduced, and participants are given instructions on the process (5 minutes).
    2. Participants then go outside, take photos, and take time to consciously observe their surroundings (20 to 30 minutes).
    3. Back at their workspace, they upload their photos to the Miro board.
    4. Each participant selects one or two photos to present and explains why they chose those particular images (15 minutes).
    5. The group then discusses similarities, differences, or interesting details in the photos.
    • A Miro board is set up with access for all participants.
    • It is communicated in advance that smartphones or cameras will be needed for this method.
    • Optionally, a guiding question can be provided – for example: “What inspires me in nature?” or “What details catch my attention?”
  • Opposites Method

    The Opposites Method enables participants to develop new perspectives and ideas by consciously changing their environment, topic, or physical activity. It acts as a turning-point technique, allowing participants to break away from the previous phase of the workshop and encouraging fresh, creative thinking.

    60 min
    +
    -
    Group size (+)
    Too long (+)
    1. The facilitator explains the method and provides examples of “opposite” activities.
    2. The group jointly decides which activities they would like to carry out during the break.
    3. Participants then engage in the chosen activities (e.g. going for a walk, chatting about hobbies).

    It is important that participants make an effort to focus on a new conversation topic. For workshop participants who did not previously know each other, the turning point can also be used as an opportunity to get to know one another better and to identify the skills and expertise within the group.

    No preparations are needed.

  • Pictionary

    Pictionary is a creative guessing game in which terms are represented through drawings. It promotes visual thinking, group collaboration, and vocabulary expansion.

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    1. The participants are divided into equal-sized groups.
    2. Each group selects a speaker.
    3. One person draws a term and has 60 seconds to draw it. The person's group tries to guess the drawn term.
    4. The groups take turns drawing and guessing.
    5. Each correctly guessed term earns the group one point.
    6. In the event of a tie, a tiebreaker term is drawn to determine the winning group.
    • Create a list of 20 to 30 terms, tailored to the topic or target audience.
    • Prepare paper and coloured pens.
  • Quiz / Kahoot

    A quiz on a chosen topic in which participants compete against each other. This method is ideal for conveying knowledge, stimulating creative thinking, and strengthening group dynamics through playful interaction.

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    1. The host sets up the game.
    2. A game code now appears on the host’s screen, which players can enter on the website or in the app.
    3. Players choose a username and join the session.
    4. The quiz begins, and the questions are displayed on the host’s screen. Players select their answers on their own devices. The faster a correct answer is given, the more points the player receives.
    5. At the end of the quiz, a leaderboard is generated.
    • Choose a quiz that matches the group’s level or create one yourself.
    • Ensure that all participants have access to working devices (laptop, smartphone) and a stable internet connection.
  • Reflection Ball Game (deutsch: Reflexions-Ballspiel)

    In the Reflection Ball Game, participants can playfully share and reflect on their impressions. A ball is thrown from one person to another, and each person spontaneously expresses a thought or feeling before passing it on. This encourages openness, interaction, and reflection within the workshop.

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    1. The method can be carried out indoors or outdoors.
    2. Participants stand in a circle.
    3. They close their eyes while the facilitator guides them through the impressions gained during the opening phase.
    4. Afterwards, participants open their eyes and a ball is introduced into the circle. The person who catches it says a word, then passes the ball on (not in a fixed direction such as left or right).
    5. Possible guiding questions include: “How are participants feeling?” or “What impressions have been gathered so far?”
    • The reflection question and facilitation should be clearly defined in advance.
    • A soft ball and sufficient space are required.
  • Spot it! / Dobble (deutsch: Dobble)

    Spot it! (also: Dobble) is a fast-paced reaction game that promotes concentration, visual perception, and responsiveness. It is ideal for energising groups and fostering team spirit.

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    1. The facilitator hands out the card game. Each player receives a stack of cards, and one card is placed face-up in the centre.
    2. All players simultaneously turn over the top card of their stack.
    3. They then look for a symbol that appears both on their card and on the centre card.
    4. The first player to spot and name the matching symbol places their card on top of the centre pile. The other players keep their cards and continue trying to match them in the next round.
    5. The game continues until one player has placed all their cards and is declared the winner.
    • Organise the Spot it! card game in advance.
    • Each game requires between two and six participants.
  • Super Saiyan Method

    The Super Saiyan Method is a concentration and coordination game. Participants must count together to the highest possible number, without any prior agreement and without two people saying the same number at the same time. This method is particularly effective as an icebreaker exercise in workshops, seminars, or team-building sessions.

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    1. The rules of the game are explained.
    2. Everyone closes their eyes.
    3. One person starts with "1". Without any set order or prior arrangements, the next person says "2", and so on.
    4. If two people say a number at the same time, the game starts again from 1.
    5. What's not allowed: A "duel" between two people where person A says "1", person B says "2", person A says "3" again, etc. The alternation should happen smoothly.

    Variation: The group is divided into teams. Each team tries to count as high as possible. The team with the highest number wins. Points should only be awarded after successfully counting to at least 3. Awarding points for a 2 versus a 1 would be pointless.

    • No preparation is necessary.
  • Two Truths and One Lie (deutsch: Zwei Wahrheiten und eine Lüge)

    “Two Truths and One Lie” is an engaging and entertaining activity that helps build trust and strengthen team dynamics. Participants write down two true statements and one false statement about themselves. The aim is to take on a new perspective and focus on something completely different. It also creates a positive team atmosphere and offers a chance to share light-hearted experiences on a personal level.

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    1. The activity is introduced by briefly explaining the rules and the aim: “Today’s goal is to learn more about each other in a playful way – and to spot the lie!”
    2. Participants write down their three statements (5 minutes).
    3. One person starts and reads out their three statements.
    4. The group guesses which statement is the lie and has a brief discussion.
    5. The person then reveals which one was the lie and may share a few details about the true statements.
    6. Then it’s on to the next person.
    • Post-it notes and pens are provided.
    • An example with three statements can be given to help participants get started, for example:
      • I’ve run a marathon.
      • I’ve been to Australia.
      • I can play three musical instruments.
  • Walk & Cloverleaf (deutsch: Spaziergang & Kleeblatt)

    During a walk, participants look for four-leaf clovers to clear their heads, sharpen their focus, and spark fresh ideas. This method is particularly suitable for reflection, as a refreshing break during periods of intense work, or as a light-hearted exercise to encourage patience and awareness.

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    1. The facilitator explains the steps of the method.
    2. Participants walk through nature at their own pace, keeping an eye out for a four-leaf clover.
    3. The facilitator is responsible for time management.
    • Select a suitable location with clover-filled meadows.
    • Arrange a stopwatch for time management.
  • What does this have to do with me? (deutsch: Was hat das mit mir zu tun?)

    ‘What does this have to do with me?’ is an interactive method designed to foster personal reflection and support group members in getting to know one another. By using personality-related terms, it encourages playful dialogue and exchange.

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    1. The facilitator explains the procedure and purpose of the exercise: “Today is about learning something about each other in a playful way and getting into conversation.”
    2. Each person chooses a term related to their personality and writes it on a Post-it note.
    3. Participants stick the note to their forehead.
    4. One person asks: “What does this have to do with me?” The other participants ask questions or discuss to guess the connection.
    5. The person with the term then explains why they chose it.
    6. The next person takes their turn.
    • Provide Post-it notes and pens.
    • Ensure there is enough space for participants to face each other, either standing or seated.
    • If this method is to be conducted online, a conferencing tool such as Zoom or Microsoft Teams, along with a webcam, is required.
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  • Building Ideas (deutsch: Ideen-Konstruktion)

    This method involves jotting down thoughts and insights on Post-its and gathering them in a digital or in-person space. The ideas are then developed further through digital or hands-on crafting, helping to make them real and ready to implement.

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    1. A brief introduction to the method is given by the facilitator (approx. 5 minutes).
    2. Participants write down their ideas and insights on the Miro board (approx. 15 minutes).
    3. Groups of up to five people are then formed (approx. 5 minutes).
    4. Each group creates a model, collage or prototype to make their idea tangible (approx. 40 minutes).
    5. Each group presents their construction and explains the idea behind it (approx. 10 minutes).
    6. The group gives constructive feedback on the presentations.
    • A Miro board is created and shared with the participants. Sections are prepared for idea collection and group allocation.
    • For in-person sessions: Provide craft materials (see materials list).
    • Define the topic or guiding question and, if necessary, communicate it to participants in advance.
  • City Map With Guided City Tour (deutsch: Stadtplan mit Stadtführung)

    Using this method, participants create a creative city map based on randomly selected terms. They then design a guided city tour in which they present their city and explain the meaning of the chosen terms.

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    1. Participants select words from the word pool, which they can use to create their city map.
    2. The terms are stuck onto the map, and additional buildings or features can be drawn in.
    3. Next, participants turn their city map into a guided tour, which they present to the other groups in a one-minute pitch.
    • Prepare materials (flipcharts, pens, adhesive tape)
    • Set up a word pool with labelled cards
  • Continue the Story (deutsch: Geschichte weiterführen)

    The “Continue the Story” method encourages creativity and writing within a defined framework. Participants continue a short story and are required to incorporate three assigned keywords. The aim is to create engaging, imaginative scenarios and share them within the group.

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    1. Three words are displayed for the participants to copy down, so they don’t forget them.
      In the second step, the task is explained, and the beginning of the story is revealed. Clear instructions are given on where to find the working document and where to save it again after the allotted time.
    2. The writing time for the story is announced, and participants may begin.
    3. The facilitator keeps track of the time and, if necessary, gives a reminder five minutes before the end.
    4. After the 20 minutes are up, all stories are read aloud in the plenary session (approximately one minute per person).
    • The opening sentences of the story need to be prepared in advance and ideally written out in a Word document. This allows participants to download the document and start writing straight away.
    • It is also important that the three words from the “Opening 2” method are assigned during the break. This enables the facilitators to subtly guide the direction of the story, depending on the combination of the three words.
  • Expert Interview Drawing (deutsch: Experten- und Expertinnen-Interview-Zeichnen)

    The method combines an expert interview with a subsequent visualisation task. The aim is to use drawing to clearly and vividly illustrate key aspects of the topic, enabling the team to analyse them and gain new perspectives.

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    1. The procedure and purpose of the interview are explained, and consent for video recording is obtained.
    2. The interview can then begin and is recorded in audio, video, and possibly by hand.
    3. At the end, the expert is asked to create a sketch of the key insights or thoughts. This drawing process can be filmed or observed.
    4. The sketch is then shared with the group, and its content is discussed. The group may ask questions or use the sketch as a starting point for further reflection.
    • Prepare pens, paper or a digital whiteboard for the sketch, as well as a camera or smartphone for video recording.
    • Prepare open-ended questions that encourage the expert to speak in a detailed and concise way about the topic.
    • Online: This method is suitable when an expert is willing to share content online. Using appropriate software, a diagram can be created digitally and the drawing process streamed live into the group session. Alternatively, the person can work with a flipchart at home, filming the process and sharing it live with the group. The shared session can be recorded. All technical aspects should be set up and tested in advance.
  • Fast Forward Future Game (deutsch: Fast Forward Future Game)

    The Fast Forward Future Game enables participants to explore and discuss a specific issue. The game is designed as a board game inspired by Snakes and Ladders, using colour-coded cards that reflect different perspectives and decisions about the future. By rolling the dice, players move from one question to the next without the possibility of going back – because the future knows no return.

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    As a stand-alone workshop:

    • The full game is prepared in advance. Participants play and discuss in pairs (or in threes, with one person acting as facilitator), fill in blank cards with additional content, and select key outcomes (cards) at the end. Duration: 45 to 60 minutes.

    In the Opening phase:

    1. Test run using pre-prepared cards (30 minutes) in groups of three.
    2. Prepare additional cards in pairs (20–30 minutes, at least seven cards per colour).
    3. Shuffle the cards and play in new groups of six for 20 minutes (approx. 90 cards per table).
    4. Select key cards for further work or implementation (15 minutes).

    In the Closing phase:

    1. Brief introduction to the game (10 minutes).
    2. Distribute the topics developed in the earlier workshops across the groups (15 minutes).
    3. Create cards in the five colours, tailored to the assigned topic, in groups of three (approx. 9 cards per colour, 30 minutes).
    4. Shuffle the cards and play in new groups of six (approx. 90 cards per table, 30 minutes).
    5. Select key cards for further work or implementation (15 minutes).
    • The FaFoFuGa requires a deep engagement with the workshop topic. However, it also provides a strong foundation that can be used beyond the workshop itself.
    • The workshop facilitators should prepare by filling in at least four cards of each colour as a test run. These can serve as examples or be used for an initial round of the game. Alternatively, the entire game can be designed in advance and played straight away.
    • In a series of workshops, results from previous sessions can be sorted into the appropriate categories (Current situation/challenges – Constructive elements – Future visions – Tipping-point questions and responses).
    • Provide cards in six colours (pink, yellow, blue, green, red, orange), along with dice and playing pieces.
  • Fishbone Diagram

    The Fishbone Diagram, also known as the Ishikawa or cause-and-effect diagram, is used to systematically analyse and visualise the root causes of a problem. It helps to identify key causes and their contributing factors, which are categorised to reveal potential starting points for solutions.

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    1. Draw a fishbone diagram with the problem stated at the head.
    2. Identify the main factors contributing to the issue and enter them along the ‘bones’ of the fish.
    3. Add sub-factors that contribute to each main factor.
    4. Evaluate the factors according to their importance; asking ‘why’ questions can support this process.
    5. Analyse and expand the diagram until there is sufficient detail to investigate change and test potential consequences.
    •  
    • Clearly and unambiguously define the problem to be analysed.
    • Determine suitable categories (e.g. the 6 Ms) that are relevant to the problem.
    • Prepare a flipchart or similar material.
  • Flower Method

    The Flower Method is a creative technique used to analyse, expand, and combine a central idea with other ideas. Visually represented as a flower – with one large central circle and several smaller surrounding circles – the method explores the questions “Who?”, “Where?”, “When?”, and “How?” to further develop the core idea and spark new idea combinations.

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    1. Explain the goal of the method (e.g., to deepen and combine ideas).
    2. Introduce the questions “Who?”, “Where?”, “When?”, and “How?” and give an example of how they can be answered.
    3. Participants fill in the circles, either in groups or individually.
    4. Facilitate a group discussion to identify commonalities and connections between the answers.
    5. Guide the development of a consolidated solution idea.
    • Availability of a wall, window, pinboard, or similar surface with sufficient space
    • Cut out enough large and small circles
    • Prepare writing materials and adhesive tape
    • Online: Prepare a technical solution that allows the aspects “Who?”, “Where?”, “When?”, and “How?” to be collected electronically – for example, using a digital whiteboard tool (such as Miro or MURAL), or simply by sharing documents digitally.
  • Imagine Method (deutsch: Stell-dir-vor-Methode)

    The Imagine method is a creative technique in which people are asked to imagine themselves in a future or alternative scenario. It is particularly suitable for reflection, idea generation, and decision-making in group or individual discussions.

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    1. A future scenario is developed either individually or collaboratively in a group, with reference to the challenge. This forms the basis for developing the subsequent line of questioning.
    2. Next, a target group is defined for the interviews – based on age, background, profession, etc.
    3. Participants inform the interviewees that they are being taken on a journey to a place within a specific scenario and that they should immerse themselves in this imagined setting.
    4. Afterwards, the prepared questions can be asked.
    • The topic and objective are defined.
    • Participants have prior knowledge and have engaged with the challenge.
  • Lotus Blossom Technique

    The Lotus Blossom Technique is a creative method for idea generation and problem-solving. The group starts with a central idea, surrounded by eight empty circles or squares. Eight additional ideas (solutions or problems) are then written inside these. The result is a structured collection of ideas that promotes both divergent and convergent thinking.

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    1. The central idea to be explored is written on a flip chart so that it is clearly visible to all participants.
    2. Around the main idea, eight key features or attributes of this idea are noted. These subtopics will later be further explored. The first eight attributes form the first lotus blossom, with each subtopic becoming the seed for a new lotus blossom.
    3. The subtopics become the central ideas for new lotus diagrams, and the process is repeated for each individual blossom.
    4. Once all the lotus diagrams are created, they can be used for analysis.

    For online implementation, it is recommended to use a Miro board. The exchange can take place via Zoom or Teams.

    • Create a template for the lotus blossoms (3×3 matrix).
    • Define a clear problem statement or topic.
    • If ideas were collected in a previous step, these can be added to the template using Post-its and further developed.

    Online:

    • Create a lotus flower template on the Miro board.
    • Ensure that all participants have access to the Miro board.
    • If ideas were collected in a previous step, these can be written on a virtual Post-it on the Miro board and assigned to the template.
  • Miscellanous (C)
    Choose this activity if you don't find a suitable method, and edit it in the time table.
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  • Morphological box

    The morphological box is a creativity technique that helps analyse complex problems by breaking them down into their essential components. By combining different characteristics, new solutions can be developed.

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    1. Explain which problem will be addressed in the workshop. This will serve as the heading for the participants in the morphological box.
    2. The framework conditions are defined and entered in the first column of the matrix. No more than seven conditions should be selected. They should be as independent as possible and applicable to all potential solutions. This is a crucial step that can be supported by mind mapping.
    3. Assign characteristics to each condition and write them to the right of the corresponding criterion in the matrix. If the matrix becomes too complex, it can be divided into smaller matrices.
    4. Participants should identify combinations. Every possible combination of individual characteristics results in a solution, which can be seen through the lines of the matrix.
    5. Evaluate the possibilities and choose a solution. The options can be presented and analysed in a plenary session. An evaluation can also take place in the next phase.
    • Define the problem to be explored. This will then serve as the heading in the morphological box.
    • If conditions and characteristics are not determined during the workshop, they should be prepared in advance.
    • Online: Ensure that there are suitable and sufficient images of tables where possible combinations to be explored are clearly visible. These could be PDFs with Excel tables or photographs of drawings.
  • Problem Solving / Resolution using the 5 Ws (deutsch: Ablösung / Problemablösung mit 5-W-Fragen)

    This method can be used to develop innovative solutions to identified problems. It also allows for a break from problems that arose at the Turnaround. Handing over the problem to another person enables a change of perspective. A solution is then worked out using the 5 W questions: What? When? Who? Where? and How?

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    1. Write down a problem.
    2. Present the problem to the other participants.
    3. Pass the problem on to another person.
    4. Develop a solution.
    5. Make the solution more concrete using the 5 W questions: What? When? Who? Where? How?
    6. Present the solutions to the other participants.
    • Online: Prepare a template for the 5 W questions and set up a folder for uploading the documents. You may also use tools such as Miro or Google Docs to answer the 5 W questions digitally.
    • Offline: Prepare Post-it notes, pens and paper, as well as a template for the 5 W questions.
  • Repertory Grid

    The Repertory Grid provides insight into how individuals subjectively evaluate and relate to different things, products, and concepts. The method can be applied to products, expectations, or the perception of people and their roles. It involves comparing multiple elements to uncover underlying decision-making structures, values, and preferences.

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    1. Eliciting constructs:

    • Triads are formed, in which participants identify similarities and differences in their underlying constructs (triadic method).
    • The identified similarities are referred to as "construct poles", while the differences between them are termed "contrast poles".
    • Participants are asked to describe two similarities and one contrasting element.
    • This process continues until no further constructs can be identified.

    2. Rating the elements:

    • The respondent rates all elements on a rating scale with respect to each of the elicited constructs.

    3. Analysis:

    • A qualitative approach can be used (e.g. content analysis, contingency analysis or equivalence analysis) to examine how frequently categories co-occur or exclude one another.
    • The grid can also be evaluated quantitatively – for instance, using principal component analysis or cluster analysis.
    • Selection of participants: As participants need to be familiar with the elements, they should be selected in such a way that they are well acquainted with the topic and the research questions.
    • Selection of elements: The elements should be known to the participants, allow for meaningful comparison, be relevant to them, and cover a broad range of differences.
    • To ensure both a representative result and a manageable level of complexity, the number of elements should ideally range between 6 and 25.
  • SCAMPER

    The SCAMPER method is a creativity tool designed to modify, improve, or develop existing ideas. SCAMPER is an acronym that serves as a checklist, offering seven focused categories of questions to help explore ideas and processes from new perspectives: Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, and Reverse.

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    1. Remind yourself of the task and write it on a flipchart.
    2. Choose one letter from SCAMPER and write down what it stands for. Reflect on what new ideas or challenges this word might spark.
    3. Note down your answers on the flipchart.
    4. Use the questions from the description as inspiration.
    5. Select additional letters if you feel stuck or have explored the current ideas fully. You may use some or all of the SCAMPER letters and their corresponding questions.
    6. Go through the resulting list and make sure it aligns with the original task.
    • Familiarise yourself with the acronym and the guiding questions – print them out if necessary.
    • Decide which product or service you would like to revise or improve.
  • Solution-Oriented Visual Content Scenario

    The solution-oriented visual content scenario method combines Design Thinking with requirements management. The aim is to evaluate and further develop innovative ideas by visualising user needs and interactions.

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    1. Participants are divided into groups of three to eight people.

    2. Each team receives two to three ideas. One idea should be developed, while the others serve as backups. (Duration: 5 minutes)

    3. Each team works on scenarios for the idea in a workshop. (Duration: 70 minutes per idea)

    4. The first step is to develop the skeleton of a scenario. This involves identifying potential users, their goal, and the general context. (Duration: 25 minutes)

    • The users' goals are broken down into actionable tasks. The tasks are written on Post-its and arranged in the correct order on a pinboard.
    • Repeat this step so that the goal, persona, and scenario follow a logical sequence. This skeleton scenario should indicate whether the idea has potential and can be turned into a useful and practical product, service, or process. If not, a new idea will be selected.

    5. If the skeleton is sound, appropriate visual representations for the persona and the context are created through sketches, online research, or photographs. These are pinned around the task. (Duration: 10 minutes)

    6. Review the scenarios and assess them based on the following criteria:

    • Does the goal, persona, and scenario still appear in a meaningful sequence?
    • Is there an easier way to achieve the goal, e.g., by skipping steps or finding alternative solutions?
    • Does the solution fit the persona and context?

    7. The resulting scenarios are presented and discussed in the plenary. (Duration: 10 minutes)

    • Define a topic or idea pool and prepare at least three rough ideas to serve as a foundation.
    • Develop personas: define the target audience, their needs, and goals.
    • Prepare materials such as Post-its, sketch paper, camera, and printer.
  • Visual Layout / Collage (deutsch: Visuelle Auslegeordnung / Collage)

    This method is used to structure existing material and ideas and to create new connections. By cutting, combining, and arranging elements, a visual overview emerges that reveals gaps and potential areas for further development.

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    1. The aim of the method is explained by the facilitator: “We want to reorganise our existing material in order to make connections and gaps visible.”
    2. The group is guided through the steps, and prompts are provided if participants get stuck.
    • There should be enough space available for the visual layout (e.g. a large table or a pinboard).
    • Choose materials that are easy to work with, such as coloured paper, markers, glue and drawing pins.
    • You may also prepare an example in advance to help illustrate the method to the participants.
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  • Analytic Hierarchy Process (AHP)

    The Analytic Hierarchy Process (AHP) is a method used to support decision-making in complex situations. It breaks down a problem into a hierarchy of goals, criteria, and alternatives. Using pairwise comparisons, participants assess the relevance of individual elements to set priorities and make well-informed decisions.

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    1. Define the problem and determine which solutions are to be explored.
    2. Structure the hierarchy: organizational goals, relevant criteria, and alternatives.
    3. Participants evaluate, in pairs, the relative contribution or impact that an element may have on the corresponding goals or criteria at the higher level. A scale (e.g., from 1 to 9) can be used for this purpose.
    4. This comparison is carried out for all levels and groups within the matrix.
    5. The evaluations are compiled into a matrix, and the weights and priorities are calculated (e.g., using software or a preconfigured Excel spreadsheet).
    • Formulate a clear goal for the decision and gather criteria that are relevant to it.
    • Prepare flipcharts or printouts of the hierarchy structure and comparison matrix.
    • Online: Use a platform that allows for pairwise comparisons and weighting (e.g., Excel, Miro, AHP software).
  • Buying Ideas

    The “Buying Ideas” method – also known as the €100 Test – explores which ideas participants would currently be willing to spend their own money on. It helps prioritise ideas based on their appeal and perceived value.

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    1. The facilitator introduces the method and explains the process.
    2. Each idea is briefly presented by the participants or the facilitator.
    3. Each participant receives €100 in play money.
    4. Participants decide how much they want to spend on which idea. They may choose to invest all their money in one idea or distribute it across several.
    5. The ideas are then evaluated based on the total amounts received. How much is each idea worth? Possible reasons are discussed.
    1. Print €100 notes or use play money.
  • Decision Matrix

    Decision Matrix is a simple method for quickly assessing ideas based on predefined criteria. Ideas are entered into a table and rated using scales or sticky dots. Alternatively, a visual representation with an XY coordinate system can be used to correlate factors such as effort, feasibility, or other criteria. This method helps with analysing ideas in a structured manner and setting priorities.

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    1. Explain the rating system.
    2. Decide how many points can be allocated and which colour represents which idea.
    3. Participants evaluate the ideas by assigning points or placing sticky dots on the coordinate system.
    4. Analyse the matrix or coordinate system. Do any trends or favourites emerge?
    5. Ideas with a high rating may be further developed.

    Online: The method can also be conducted using digital whiteboards such as Miro or MURAL.

    • Consider the criteria by which the ideas should be evaluated.
    • Decide how many points can be allocated.
    • Consider whether the table-based matrix or the XY coordinate system variant is more suitable.
  • Delphi Technique

    The Delphi technique is a structured survey technique for decision-making that draws on the knowledge and assessments of multiple experts. It is particularly well-suited to complex or ambiguous issues where clear data may not be available. Over several rounds of questioning, anonymised responses are collected, analysed and fed back to the participants. Through this iterative process, a well-informed consensus can be reached.

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    1st round – Initial Expert Survey:

    • Experts receive a first questionnaire with questions relating to a specific problem.
    • Responses are collected, anonymised, and analysed.

    2nd round – Consolidation and Evaluation:

    • The anonymised answers are grouped into categories or thematic clusters.
    • Experts receive a summary of the first round and are asked to prioritise or evaluate the responses.

    3rd round – Consensus Building:

    • The results of the second round are shared with the participants.
    • Experts have the opportunity to reconsider their views and, if necessary, revise their responses.

    4th round – Final Deliberation (optional):

    • If significant differences of opinion remain, a final evaluation round is conducted.
    • The final results are documented and used as a basis for decision-making.
    • Prepare and test a questionnaire.
    • Provide clear, written instructions.
  • Dotmocracy

    This method involves the democratic evaluation of ideas by a group. Participants are given sticky dots, which they allocate to the presented ideas based on specific criteria. This provides a clearer picture of the most popular and feasible options.

    30 min
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    Group size (+)
    Too long (+)
    1. The method and the evaluation criteria are explained, and sticky dots are distributed.
    2. Before each round of voting, the specific criterion for evaluation is announced.
    3. Participants place their sticky dots accordingly.
    4. The ideas to be further developed are identified.
    • Visible presentation of the available ideas.
    • Define criteria for evaluating the ideas.
    • Provide sticky dots in different colours.
    • Online: A way must be found to mark coloured spots on images or in tables. Digital whiteboards such as Miro or MURAL are well suited for this purpose.
  • Evaluation Matrix for Ideas (deutsch: Bewertungsmatrix für Ideen)

    A matrix based on the Business Model Canvas (BMC), designed to objectively evaluate one or more ideas. The visualisation supports easy comparison between ideas, enabling more informed decisions.

    60 min
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    -
    Group size (+)
    Too long (+)
    1. The facilitator explains the criteria and the evaluation method.
    2. Participants assess the ideas, ideally in a quiet and focused environment.
    3. The results are then discussed, and the ideas with the greatest potential are identified.

    During the "Closing 2" phase, the evaluation of one or more ideas can be carried out using the matrix template.

    • Beforehand, it must be clarified which criteria will be used to evaluate the ideas developed during the workshop. The matrix templates are adapted accordingly (criteria and indicators are described). The attached illustration by Nils Bäumer serves as an example.
    • A sufficient number of copies must be printed. This includes versions with predefined criteria and indicators, as well as enough blank templates that can be filled in with text.
    • Online: It should be ensured that all participants receive (or have received) the evaluation matrix in digital form. If necessary, electronic communication channels can be provided for the evaluation process (e.g. an electronic whiteboard and/or separate breakout rooms).
  • Expert Panel

    An expert panel is a method in which a selected group of experts or stakeholders evaluates a topic, problem, or set of ideas. The aim is to gain an objective assessment and develop new approaches to solutions by drawing on targeted expertise and diverse perspectives. The method is highly flexible and enhances the quality of decision-making through structured feedback.

    60 min
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    Group size (+)
    Too long (+)
    1. Present the ideas to the panel, ensuring they are prepared in a comparable format and contain enough detail to allow expert evaluation.
    2. Remind participants of the evaluation criteria.
    3. Participants systematically assess the ideas – this stage should be facilitated.
    4. Document the evaluations.
    • Define the required competencies and perspectives.
    • Contact the experts and assemble the panel.
    • Develop evaluation criteria.
    • If applicable, provide an introduction to the topic.
    • Online: Prepare an online meeting room (e.g. Zoom) and ensure that access works and audio and video function properly.
  • Fast Forward Future Game (deutsch: Fast Forward Future Game)

    The Fast Forward Future Game enables participants to explore and discuss a specific issue. The game is designed as a board game inspired by Snakes and Ladders, using colour-coded cards that reflect different perspectives and decisions about the future. By rolling the dice, players move from one question to the next without the possibility of going back – because the future knows no return.

    60 min
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    Group size (+)
    Too long (+)

    As a stand-alone workshop:

    • The full game is prepared in advance. Participants play and discuss in pairs (or in threes, with one person acting as facilitator), fill in blank cards with additional content, and select key outcomes (cards) at the end. Duration: 45 to 60 minutes.

    In the Opening phase:

    1. Test run using pre-prepared cards (30 minutes) in groups of three.
    2. Prepare additional cards in pairs (20–30 minutes, at least seven cards per colour).
    3. Shuffle the cards and play in new groups of six for 20 minutes (approx. 90 cards per table).
    4. Select key cards for further work or implementation (15 minutes).

    In the Closing phase:

    1. Brief introduction to the game (10 minutes).
    2. Distribute the topics developed in the earlier workshops across the groups (15 minutes).
    3. Create cards in the five colours, tailored to the assigned topic, in groups of three (approx. 9 cards per colour, 30 minutes).
    4. Shuffle the cards and play in new groups of six (approx. 90 cards per table, 30 minutes).
    5. Select key cards for further work or implementation (15 minutes).
    • The FaFoFuGa requires a deep engagement with the workshop topic. However, it also provides a strong foundation that can be used beyond the workshop itself.
    • The workshop facilitators should prepare by filling in at least four cards of each colour as a test run. These can serve as examples or be used for an initial round of the game. Alternatively, the entire game can be designed in advance and played straight away.
    • In a series of workshops, results from previous sessions can be sorted into the appropriate categories (Current situation/challenges – Constructive elements – Future visions – Tipping-point questions and responses).
    • Provide cards in six colours (pink, yellow, blue, green, red, orange), along with dice and playing pieces.
  • Future Storytelling (deutsch: Zukunftsgeschichten)

    Participants write a short story set in the future, using a topic or keywords they have received through previous exercises. The story is shared in the group afterwards.

    60 min
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    Group size (+)
    Too long (+)
    1. Brief participants on the aim of the exercise: writing a short future-oriented story using the given input.

    2. Provide each person with the keywords/topic.

    3. Allow 20 minutes for writing.

    4. Each participant reads their story aloud (max. 1.5 minutes).

    • Select or generate topics/keywords through other creative techniques (e.g. word associations, image prompts, or group brainstorming).
    • Prepare a writing template (digital or paper) with fields for topic/keywords, title, and story body.
    • Ensure all participants have a quiet space to write, and set a visible timer for 20 minutes.
  • Half Silent Walk

    The Half Silent Walk serves as a reflective conclusion to a workshop. While walking in pairs, participants share their insights, reflect on the content, and clarify any remaining questions before presenting their findings to the group.

    30 min
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    Group size (+)
    Too long (+)
    1. Form pairs.
    2. One person begins to speak while the other listens attentively.
    3. Switch roles halfway through the walk.
    4. Share insights and impressions with the whole group.
    • Choose a suitable location.
    • Inform participants in advance about the process and role distribution.
    • Set a timeframe and define a marker for switching roles.
  • I Like / I Wish (deutsch: I like / I wish)

    Using the "I like / I wish" method, participants can quickly and clearly reflect on an idea, concept or process. They highlight positive aspects ("I like") and share wishes or suggestions for improvement ("I wish"). The method supports a constructive feedback culture and encourages focused development.

    30 min
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    Group size (+)
    Too long (+)
    1. Participants write their feedback on Post-its and assign them to the categories “I like” (positive aspects) and “I wish” (suggestions for improvement).
    2. Digital: Participants place their Post-its on the prepared Miro board.
    3. In-person: The Post-its are attached to the flipchart or whiteboard.
    4. Each person presents at least one “I like” and one “I wish” point.
    5. The facilitator summarises the points and leads a solution-focused discussion.
    • In-person: Set up a flipchart or whiteboard and provide Post-its and pens.
    • Digital: Open an online platform such as Miro or Jamboard, prepare two columns for “I like” and “I wish”, and give participants access to the platform.
    • Decide how many Post-its each person should write, or set a clear time frame.
  • Miscellanous (E)
    Choose this activity if you don't find a suitable method, and edit it in the time table.
    30 min
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    Group size (+)
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  • NAF Technique

    The NAF technique is a method for selecting ideas, where a new idea emerges from all the ideas that have already been gathered. This idea must be new, appealing, and feasible. The technique involves evaluating ideas and deciding whether to pursue and implement them. Additionally, the method helps identify alternatives and increases the chances of successfully implementing a new idea.

    30 min
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    Group size (+)
    Too long (+)
    1. The NAF method is explained.
    2. All ideas are first read aloud.
    3. Participants are asked to assign points for "new", "appealing", and "feasible", with 1 being the lowest and 10 being the highest.
    4. Each participant writes the points for all three criteria of an idea on a card.
    5. The cards are collected and placed next to the corresponding idea.
    6. This process is repeated for each idea.
    7. The points for each idea are totalled.
    8. Which ideas receive the most points for each criterion?
    9. In the group, all ideas that can be pursued further are discussed.
    • Prepare voting cards.
    • Select a person to vote, or choose yourself.
    • Online: Prepare a method for participants to visibly assign points to the ideas for everyone to see.
  • SCAMPER

    The SCAMPER method is a creativity tool designed to modify, improve, or develop existing ideas. SCAMPER is an acronym that serves as a checklist, offering seven focused categories of questions to help explore ideas and processes from new perspectives: Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, and Reverse.

    60 min
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    Group size (+)
    Too long (+)
    1. Remind yourself of the task and write it on a flipchart.
    2. Choose one letter from SCAMPER and write down what it stands for. Reflect on what new ideas or challenges this word might spark.
    3. Note down your answers on the flipchart.
    4. Use the questions from the description as inspiration.
    5. Select additional letters if you feel stuck or have explored the current ideas fully. You may use some or all of the SCAMPER letters and their corresponding questions.
    6. Go through the resulting list and make sure it aligns with the original task.
    • Familiarise yourself with the acronym and the guiding questions – print them out if necessary.
    • Decide which product or service you would like to revise or improve.
  • Spider Evaluation

    This method enables a nuanced analysis using a spider diagram and encourages exchange between participants. It is flexible in its application – suitable for both analogue and digital use – and is ideal for evaluating workshops, selecting ideas, or reflecting on work outcomes.

    30 min
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    Group size (+)
    Too long (+)

    Analogue version

    1. Flipchart option:

    1. Draw the evaluation spider on a flipchart. At the end of each leg, write the indicators to be assessed. Participants rate each indicator on a scale from 1 [fully applies] to 4 or 6 [does not apply at all].
    2. Participants are given sticky dots and pens and invited to come forward and place their ratings. The facilitator then compiles the results.

    2. Worksheet option:

    1. The spider diagram worksheet is either displayed for all to see (A3) or distributed individually to participants (A4).
    2. The evaluation is carried out either jointly or individually.
    3. For individual ratings, the worksheets are collected and transferred by the facilitator onto a large, visible chart.

    3. Brief presentation of the two best ideas.

    Online version

    1. Group option: The Miro board is shared with all participants for collaborative use.
    2. Individual option: Each participant completes the worksheet independently.
    3. If using the individual version: after completing the evaluation, each participant shares their version during a Zoom meeting (via screen sharing), and the facilitator transfers the results onto a shared Miro board.
    4. Brief presentation of the two best ideas.
    • Define the criteria to be assessed.
    • Prepare materials:
      • Analogue: Prepare a flipchart, sticky dots and pens, or create a worksheet with the spider diagram and print it out on A4 or A3 paper.
      • Digital: Create a worksheet with the spider diagram and share it with participants via an online platform such as Miro so they can work on it collaboratively.
  • SWOT

    The SWOT analysis (Strengths, Weaknesses, Opportunities, and Threats) is a strategic tool for systematically evaluating the strengths, weaknesses, opportunities, and threats of a company, project, or idea.

    180 min
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    -
    Group size (+)
    Too long (+)
    1. Appoint a facilitator who can listen well and knows how to guide a group without straying from the topic.
    2. For large groups, assign an assistant to help with the facilitation. The analysis and discussions can be recorded on a flipchart or similar.
    3. Introduce the SWOT method. You can use simple questions such as: "Where are we now? And where do we want to go?"
    4. Depending on the time available, participants should briefly introduce themselves before being split into groups of three to ten people.
    5. Each group selects a facilitator who will be responsible for recording the analysis. A blackboard or similar is needed for this.
    6. Each group should spend 20 to 30 minutes gathering strengths, weaknesses, opportunities, and threats related to the topic. Everything is allowed.
    7. Remind participants to collect as many ideas as possible, as the evaluation will come later.
    8. Comments on the organisation can help generate new ideas.
    9. Once a list is created, it should be narrowed down to the ten most important points.
    10. In the next step, the groups come together, and the generated lists are merged onto a flipchart or a blackboard.
    11. Ensure that the SWOT order is followed or prioritise according to factors such as the most dangerous weakness or the greatest opportunity.
    12. Move from group to group or invite everyone to contribute their ideas.
    13. Depending on the time available:
      1. Agree on the most important points in each category.
      2. Link the analysis to the vision, mission, and goals.
      3. Develop plans and strategies.
      4. If necessary, a written summary of the analysis can be made for future use.
    • Prepare a small version of a SWOT analysis.
    • Ensure that there is enough space in the room.
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Methods Finishing
  • Feedback session

    Participants and facilitators provide feedback to each other on the outcomes and the process of the workshop. Depending on the wider project context, the next steps and any upcoming workshops are also discussed.

    30 min
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    Group size (+)
    Too long (+)
    1. Explain the structure of the feedback round.
    2. Choose a feedback format based on the objective (flash round or detailed feedback).
    3. Facilitate the session, ensuring that everyone has a chance to speak and that no discussions arise.
    4. Document the feedback and provide a brief outlook on the next steps.
    • Define specific questions to structure the feedback (e.g. “How did you find the working atmosphere?”)
    • Prepare a flipchart, digital tools or sticky notes to document the feedback.
    • Optionally, set a time limit for the feedback round (e.g. 20 minutes for a group of 10 participants).
  • Five-Finger Feedback (deutsch: Fünf-Finger-Feedback)

    The Five-Finger Feedback is a simple method for gathering feedback on multiple aspects of the workshop. Each finger represents a different question for the workshop participants to answer.

    30 min
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    -
    Group size (+)
    Too long (+)
    1. The facilitator explains the principle of the Five-Finger Feedback.
    2. The sheet is handed out, and the workshop participants answer the questions.
    3. Sufficient time should be allowed to encourage constructive and meaningful feedback.
    4. Optionally, this can be accompanied by some quiet background music.
    5. Individual participants then present their feedback.
    • Prepare printed hand templates and a PowerPoint slide.
    • The questions can be projected onto a PowerPoint slide, and participants can answer them on their printed template. Alternatively, the template can be prepared in advance by the facilitator. To do this, the questions need to be written into the fingers and the palm of the hand, and then the required number of copies made.
  • Flash Round

    In this simple reflection format, all workshop participants briefly share their current mood or opinion.

    30 min
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    Group size (+)
    Too long (+)
    1. The workshop facilitator spontaneously develops a closing question for the flash round based on the flow of the workshop and depending on its significance and timing – e.g., as part of a larger project.
    2. Participants are invited to stand in a circle (if the session involved a lot of sitting) or to sit (if the workshop was highly dynamic).
    3. The facilitator then formulates the question and specifies the limit for each response, either by time or number of words (e.g., a maximum of 30 seconds or 10 words).
    4. All participants should have the opportunity to speak and “flash” briefly, without triggering further reflection or discussion.
    5. If needed, the responses can be recorded or documented.
    • It is recommended to think of a few possible flash round questions in advance.
  • Future Backwards (deutsch: Future Backwards)

    The “Future Backwards” method enables groups to reflect on perspectives from the past and potential futures. By visualising positive (“Heaven”) and negative (“Hell”) scenarios, as well as key turning points in an organisation’s history, patterns can be identified and future strategies collaboratively developed.

    60 min
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    Group size (+)
    Too long (+)
    1. The facilitator explains the method and the purpose of the workshop.
    2. Each group jointly describes the current state of affairs (CS). This brings to light events from different staff perspectives. Key words or short anecdotes are written on cards and placed in the centre of the working space.
    3. The group first develops an ideal – yet impossible – future scenario (“Heaven”), followed by an equally impossible negative scenario (“Hell”). These terms are placed in the upper and lower sections, respectively.
    4. Participants then identify turning points in the past or future that could lead to each scenario and mark these using a different colour.
    5. The results are compared, commonalities and differences are analysed, and possible strategic actions are developed.
    • If possible, use hexagonal cards (e.g. in different colours for Heaven, Hell, and Turning Points), as well as markers, a flipchart or a whiteboard.
    • There should be enough space for the visualisation (e.g. a large pinboard).
    • Optionally, a legend can be placed near the working area to explain the colours and categories: Current State (CS), Turning Points of the CS, Heaven (positive future), Hell (negative future), Turning Points of Heaven, Turning Points of Hell
  • Sonstiges (Abschluss)
    Wähle diese Aktivität, wenn du keine passende Methode findest. Editiere den Text im Zeitplan.
    30 min
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    Group size (+)
    Too long (+)
  • Target

    The “Target” method allows participants to visually reflect on how well a workshop or project goal has been achieved. Using a target-style diagram, they assess their proximity to the goal and their personal contribution to the process.

    30 min
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    Group size (+)
    Too long (+)
    1. Participants gather around the target (depending on the setup and marking materials used, this may be on a flipchart, on the floor, or on a table).
    2. They first re-read their individually defined goal.
    3. Then, participants independently assess their proximity to the centre and place their markings accordingly.
    4. To conclude, they write a brief explanation of their markings in a few words.
    5. The target can be archived either in physical form or digitally.
    • Preparation of the target should be adapted to the group size and the number of expected markings on the target (in this case: small, as it involves an individual).
    • Markers or sticky dots.
    • Online: Provide a suitable online whiteboard.
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Methods
  • 1, 2 or 3 (deutsch: 1, 2 oder 3)

    Final method for participants to evaluate the workshop, inspired by the famous TV quiz show "1, 2 or 3".

    30 min
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    Group size (+)
    Too long (+)
    1. The facilitator explains the activity and the meaning of the fields: 1 = not good, 2 = average, 3 = good.
    2. Ask one of the prepared feedback questions and invite participants to choose a field by standing in it.
    3. Participants move from one field to another until the facilitator calls out: “1, 2 or 3 – last chance... time’s up!” At that moment, everyone stands on their final chosen field. Alternatively, the quiz show theme tune can be played instead of the countdown.
    4. Note the number of participants in each field.
    5. Ask follow-up questions to those standing in fields 1 and 2 to explore what could be improved.
    • Prepare three fields using tape or chalk and number them 1, 2 and 3.
    • Prepare specific feedback questions relating to different aspects of the workshop.
    • Variation: Download or have ready a YouTube video with the theme tune from the quiz show “1, 2 or 3”, so it can be played when it’s time for the questions.
  • 1, 2 or 3 (deutsch: 1, 2 oder 3)

    Final method for participants to evaluate the workshop, inspired by the famous TV quiz show "1, 2 or 3".

    30 min
    +
    -
    Group size (+)
    Too long (+)
    1. The facilitator explains the activity and the meaning of the fields: 1 = not good, 2 = average, 3 = good.
    2. Ask one of the prepared feedback questions and invite participants to choose a field by standing in it.
    3. Participants move from one field to another until the facilitator calls out: “1, 2 or 3 – last chance... time’s up!” At that moment, everyone stands on their final chosen field. Alternatively, the quiz show theme tune can be played instead of the countdown.
    4. Note the number of participants in each field.
    5. Ask follow-up questions to those standing in fields 1 and 2 to explore what could be improved.
    • Prepare three fields using tape or chalk and number them 1, 2 and 3.
    • Prepare specific feedback questions relating to different aspects of the workshop.
    • Variation: Download or have ready a YouTube video with the theme tune from the quiz show “1, 2 or 3”, so it can be played when it’s time for the questions.
  • Form Interest or Topic Groups (deutsch: Interessens- oder Themengruppen bilden)

    This method is designed to creatively form interest- or topic-based groups within larger groups. It encourages exchange and networking among people with similar concerns or interests and supports the effective pooling of resources.

    60 min
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    Group size (+)
    Too long (+)
    1. The facilitator welcomes the participants, introduces the aim of the method and explains the process.
    2. Flipcharts displaying main topics and related subtopics are set up visibly around the room.
    3. Each participant receives several strips of masking tape or writable name labels.
    4. They write their name on the strips and stick them next to the topics they are interested in or already involved with.
    5. After the labelling phase, the facilitator goes through each topic and invites the listed individuals to come together as a group.
    6. The groups gather at prepared table islands, each equipped with a flipchart or large sheet of paper for notes.
    7. Each group has around ten minutes to discuss the topic, share expectations and note down initial ideas.
    8. When the time is up, the facilitator announces a new round – participants can then move to another group of interest.
    9. This process can be repeated several times, depending on time and group dynamics.
    • Several flipcharts are labelled with various interest and topic group titles. Under each main topic, related subtopics can then be listed. For example: main topic – Active Pursuits / Sport; subtopics – Yoga, Outdoor Workouts; or main topic – IT; subtopic – Website Design.
    • Prepare enough masking tape and flipchart markers (based on the estimated number of participants).
    • Use masking tape or magnets to hang the flipchart sheets.
    • Set up table islands with two to ten chairs each (depending on group size) to serve as discussion spaces.
    • Also prepare a timer or mobile phone.
  • Group Collage (deutsch: Gruppen-Collage)

    In this method, a group collaboratively creates a visual collage. The exchange of ideas and associations results in inspiring works of art that can serve as a foundation for personal or collaborative projects.

    180 min
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    -
    Group size (+)
    Too long (+)
    1. The method and its aim are explained. No text should be used – only images or visual material.
    2. Each participant starts by creating an individual base (e.g. by drawing, painting or sticking).
    3. The sheets are then passed on clockwise, with each participant adding to the new sheet they receive.
    4. This process continues until everyone has their original sheet back.
    5. At the end, each participant presents their finished piece, and the group discusses the resulting ideas and associations.
    • A wide variety of materials should be provided: coloured pencils, felt-tip pens, A3 paper, scissors, glue, magazines for cutting out, etc.
    • A large table or a sufficiently spacious floor area is needed.
  • Hangman (deutsch: Hangman)

    Hangman is a guessing game in which players try to identify a word before a complete gallows is drawn. It helps to expand individual vocabulary.

    30 min
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    Group size (+)
    Too long (+)
    1. The rules are explained.
    2. The facilitator selects a word and draws the basic structure of the gallows, along with underscores representing the letters of the word.
    3. Participants take turns suggesting letters.
    4. Correct letters are filled in; incorrect ones result in another part of the gallows being added.
    5. Whoever guesses the word correctly can think of a new word. If no one guesses the word, the next person in turn can choose a new one.
    6. The number of correctly guessed words per player or group is recorded.
    7. The player with the most correct guesses wins.
    8. The group’s shared goal is to guess the word before the "man is hanged". At the same time, each individual aims to be the one who guesses the word.
    • Offline: A board, whiteboard or large sheet of paper, along with markers or chalk.
    • Online: Tools such as Zoom (whiteboard function) or Miro can be used.
    • Choose words that match the group's level of knowledge.
  • How might we... (HMW) (deutsch: Wie können wir.. (WKW))

    The "How might we..." method (HMW) is a creative ideation technique in which the team works collaboratively to explore solutions to a specific challenge or question.

    30 min
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    Group size (+)
    Too long (+)
    1. The facilitator explains the method and the process.
    2. The findings from the research or interviews are shared, followed by a discussion to define the main problem.
    3. The group collaboratively formulates the “How might we…” question.
    4. Each participant individually writes down ideas on Post-its.
    5. The collected ideas are categorised and discussed as a group.
    6. The group selects the most promising ideas and discusses possible next steps.
    • Identify the problem through research, interviews or observations.
    • Provide sufficient materials: Post-its, pens, a flipchart or a digital whiteboard for online meetings.
    • Define clear roles, such as a facilitator and a timekeeper, to guide the process.
    • Set up the space or digital platform to ensure all participants can actively contribute.
  • Mindmap Online (deutsch: Mindmap online)

    “Mindmap Online” is a creative method for encouraging associative thinking within a group. Participants work together on a digital flipchart, where they collect and organise words and ideas related to a central concept.

    30 min
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    -
    Group size (+)
    Too long (+)
    1. Everyone meets in the video conference before the aim and process of the method are explained.
    2. Microphones are muted.
    3. Participants create digital Post-its with spontaneous ideas and terms, and independently place them around the core concept.
    4. The group can further structure the mind map by creating branches, grouping related terms or drawing connections.
    5. The results are discussed together, clusters or new links are identified, and additions made if needed.
    6. Key insights are summarised, and the Miro board is saved for future use.
    • Set up the video conference
    • Prepare the Miro board and ensure access for all participants
    • Choose a topic or core concept and consider guiding questions to inspire participants (e.g. “What comes to mind when you think of sustainability?”)
  • Storyboard

    A storyboard is a visual representation of a story, idea or process. It combines images and brief text to illustrate and structure sequences of events. Storyboards help to make concepts tangible, test processes, and communicate ideas in a clear and engaging way.

    60 min
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    -
    Group size (+)
    Too long (+)
    1. Select one or more ideas or fragments of ideas, combine them into a story, and try to represent it in a storyboard.
    2. Present the story to an external person.
    3. Gather feedback: Is the reasoning coherent? Is the core message logical and convincing? Is the storyline effective?
    • Prepare templates for developing the storyboards.
    • Define the objective of the storyboard.
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