Anchors and Wind
- Typical duration:
- 30m
A visual metaphor exercise where teams identify what slows them down (anchors) and what propels them forward (wind), surfacing pain points and enablers in a structured way.
Purpose
Anchors and Wind is a visual thinking exercise that helps teams identify the factors holding them back (anchors) and the forces driving them forward (wind). By externalising frustrations and enablers onto a shared picture, the group moves from vague complaints to a prioritised backlog of impediments and accelerators.
At a glance
| Attribute | Detail |
|---|---|
| Group size | 4–20 participants |
| Duration | 30 minutes |
| Difficulty | Easy |
| Facilitation style | Guided, visual |
| Setting | In-person or remote (digital whiteboard) |
How to run
- Set the scene (3 min): Draw a boat on water. Label the boat with the topic. Add a sun or island on the right to represent the goal.
- Introduce anchors and wind (2 min): Anchors (below waterline) slow the boat; wind (above) pushes it forward.
- Silent brainstorm (8 min): Each participant writes anchors and wind items on sticky notes.
- Place and share (7 min): Participants stick notes on the boat and briefly explain each.
- Cluster and discuss (5 min): Group similar notes. Identify heaviest anchors and strongest winds.
- Prioritise (5 min): Dot-vote or stack-rank the top anchors to address first.
Materials needed
- Large paper or whiteboard with a boat drawing
- Sticky notes in two colours
- Markers
- Dot stickers for voting (optional)
Pitfalls & common mistakes
- Skipping the wind: Teams fixate on problems. Actively prompt for positives.
- Too abstract: Insist on concrete items.
- Dominant voices: Use silent writing first.
- No follow-up: Assign owners to anchors.
Inclusion & accessibility
- Use high-contrast colours for colour-blind participants.
- Offer digital alternatives for remote participants.
- Read items aloud for visually impaired members.
Variations
- Speed Car: Car with engine and parachute instead of boat.
- Customer edition: Run with end-users for product feedback.
- Quantified edition: Add impact scores for data-driven prioritisation.
When NOT to use this
- When the team already has a prioritised backlog.
- When there is no psychological safety.
- When the group exceeds 20 people.
Source & further reading
- Luke Hohmann, *Innovation Games* (2006)
- Gamestorming: Speed Boat
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