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Sailboat

Also called Speedboat, Speed boat

Picture the team as a boat: wind pushes it on, anchors hold it back, rocks lie ahead, and the island is the goal.

  • Time40 to 60 minutes
  • People3 to 12 people
  • Steps4

What it's for

A metaphor gives people an easier way to say hard things. "What's an anchor for us?" gets more honest answers than "what are we bad at?", and adding rocks brings risks into a retrospective that usually only looks backwards.

It works for a team retrospective and for a product (what drives customers on, what holds them back).

How to run it

  1. Agree the island5 min

    What's the goal the team is sailing towards?

  2. Add wind and anchors10 min

    What pushes us forward? What slows us down?

  3. Add rocks6 min

    What risks lie between us and the island?

  4. Vote and act12 min3 votes each

    Vote on the anchors and rocks to deal with first, and agree actions.

Tips

  • Spend as long on the wind as the anchors. Knowing what helps is how you keep it.
  • Some teams add sun (what makes us happy) or a lighthouse (who guides us). Add frames freely.

Where it comes from

Adapted from Speed Boat, one of the Innovation Games created by Luke Hohmann and published in Innovation Games (2006). The original asks customers what holds a product back.