NHF IT conference game instructions
These instructions are for the ICT planning game
demonstrated by Drew Mackie and David Wilcox at the
National Housing Federation IT conference July 21
2003. They are available here, with cards and planning
sheet, for general use. Original work was supported
by the Joseph Rowntree Foundation.
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More
about the conference session here
>
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JRF-supported
'Making the Net Work for residents and their landlords'
here >
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More
games by Drew Mackie and David Wilcox here
>
Preparation for
playing the Game
In order to play
the game you need a venue with flexible seating -
so people can work in groups - plus flip charts, pens,
sticky notes (Post-it or similar). You will also need
the game planning sheets and cards.
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The
cards are available as pdf download here
>
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The sheet is an A4 pdf, which you should redraw
to A1 size. Download here
>
- These
instructions as a pdf download here
>
Playing the game
There are four phases
to playing the Game. First of all, ask people to form
groups of not more than eight people. Then the phases
are:
1 - Describing
the situation
2 - Choosing the
cards
3 - Planning action
4 - Presenting the
solution and discussion
1 Describing
the local situation
When the Game is
being used with communities or agencies to explore
a real situation, players begin by describing that
situation, identifying the main characteristics and
listing those on a flip chart.
Alternatively, the
facilitator can ask people to describe the strengths
and weaknesses of the community, and the opportunities
and threats it faces. This is sometimes called a SWOT
analysis.
If the game is being
used for awareness raising, perhaps at a seminar,
participants who have no common backgrounds can be
asked to invent a fictitious scenario. Different groups
can be asked to prepared different situations - say
inner city, peripheral housing, rural village - and
then exchange scenarios. That way each group can prepare
a tough challenge knowing they won't have to solve
it.
2 Choosing the
cards
In this phase, each
group receives and familiarises themselves with a
pack of cards. Each card shows:
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a
cartoon - to distinguish cards easily from each
other
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a
project title and description - which can be interpreted
by players according to their experience and expertise
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an
indication of the resources needed for the project
to happen (e.g. staffing)
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a
point number in the bottom right hand corner to
indicate (broadly) how much the project - costs
-. Facilitators should give each group a budget.
This is usually represented as 15 points but you
can decide how tight things are.

Each group now selects
a set of cards which addresses the challenges in their
local situation, or invented scenario, form a sensible
plan, and doesn't add up to more than the budget.
Players may write
their own cards to include in their set using sticky
notes or blank cards. These can be for projects they
have already (in the real situation or in the invented
scenario), in which case they don 't carry a cost
against the budget. Players can also create new projects
and these will count towards the budget. The cost
(or point number) must be negotiated with the facilitator.
3 Planning action
Once groups have
selected their cards they move on to the planning
phase using the Game Planning Sheet (redraw larger
on a flip chart).The Sheet has two main elements:
two small sustainability indicator grids - or models;
and a large planning matrix .
In the general version
of the game - which you can see here
- the small sustainability indicator grids are used
by players to assess the Environment, Community and
Economy of their context or scenario in terms of how
Robust, Stable or Fragile they are.
In the housing context
we have used different indicators on the planning
sheet: Infrastructure,
Services, Capacity.
This assessment is
done before the issues and problems have been addressed
by the group, and again after the discussion and planning
have happened. Players shade the left-hand grid to
start with and end by shading the right-hand grid.
The large matrix
on the Planning Sheet is the main planning tool. It
has two dimensions, timescale and priority, and players
should stick cards - using Blu-tack or similar on
to the sheet to create an action plan.
Players should then
look at the 'needs' on each of the cards and add up
these resource requirements at the bottom of the sheet.
This summary should prompt discussion about what funding,
staff resources, volunteers and collaborations are
needed.
4 Presenting the
solution and discussion
When each group has
completed their action plan, they should present their
solution, discuss key points to emerge, and next steps.
This page is at http://www.makingthenetwork.org/pgame/nhf/nhfgame.htm
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