This exercise, from 18F, gets everyone designing together, regardless of role or drawing skills. It turns abstract ideas into visuals teams can discuss and refine. Sketching forces specificity. By the end, you'll have multiple design directions grounded in constraints and team input.
Duration
1.5 hours
Group Size
6-12
Category
18F
Difficulty
Easy
Generate design concepts quickly through sketching.
Create shared understanding across disciplines.
Surface hidden assumptions and constraints early.
Build on each other's ideas through iteration.
Design studio output with concepts.
Rapid collaborative design.
Multiple directions explored.
Start by stating drawing skills don't matter. Show a terrible sketch as an example. It's about communication. Boxes and arrows work. Enforce silence during individual sketching to prevent groupthink. Time pressure prevents perfectionism. If energy drops, take breaks. If debates get heated, refocus on the challenge. People will want to prototype on computers; don't let them. Developers often sketch impossible things - that's useful information. Photograph everything and send photos within 24 hours with next steps. I've found that if people sketch the same thing, you probably need more diverse perspectives or clearer constraints.
Preparation: (Before the session) Share research, user insights, and constraints 24 hours prior. Define the design challenge clearly (e.g., "design a way for users to quickly find past orders on mobile.").
Round 1: Individual Sketching: (20 minutes) Distribute paper and markers. Each person sketches 3-5 different solutions. Emphasize quantity. No talking during this phase.
Round 2: Small Group Sharing: (30 minutes) Break into groups of 3-4. Each person presents their sketches (2 minutes each). Groups ask clarifying questions (no critique yet). Combine the best ideas into one concept sketch on a larger sheet.
Round 3: Gallery Walk & Feedback: (20 minutes) Post group concepts. Everyone adds sticky notes with questions/suggestions. Use dot voting to identify popular elements. Look for patterns.
Round 4: Discussion & Next Steps: (20 minutes) Discuss what you learned. Which approaches solve the problem best? What assumptions were revealed? Identify 1-2 directions for prototyping. Assign next steps.
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Before you run the room, you read it. Steal from facilitators who've made every mistake, study the moves that worked, and stockpile exercises you can pull when the agenda goes sideways. Your reading list now is your toolkit later.
A workshop is a sequence of decisions you make before anyone walks in: who's there, what changes by the end, where the energy spikes and dips. Block out the time, name the moves, leave room for the room. Plan tight enough to start, loose enough to follow what actually happens.
The plan meets the room and the room wins. Your job is to read what's actually happening, not what you scripted, and steer with small, specific moves. Hold the timer. Surface the unsaid. Cut what's not landing.
The hour after the workshop is when the value either compounds or evaporates. Capture what surfaced, send the artifacts before momentum dies, and write down the one thing you'd do differently. Run enough sessions and the patterns become a craft.
Workshop tips picked for the rooms you actually run. Three times a week. No "10 tricks for hybrid" listicles, no synergy slides, no hot takes dressed as frameworks.
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