All methods

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

AttributeDetail
Group size4–20 participants
Duration30 minutes
DifficultyEasy
Facilitation styleGuided, visual
SettingIn-person or remote (digital whiteboard)

How to run

  1. 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.
  2. Introduce anchors and wind (2 min): Anchors (below waterline) slow the boat; wind (above) pushes it forward.
  3. Silent brainstorm (8 min): Each participant writes anchors and wind items on sticky notes.
  4. Place and share (7 min): Participants stick notes on the boat and briefly explain each.
  5. Cluster and discuss (5 min): Group similar notes. Identify heaviest anchors and strongest winds.
  6. 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

Turn the building blocks into an agenda

Create the day, drag the blocks into the order you have in mind, and let the times work themselves out. Or describe what you are planning to your AI and let it write the first draft.

Try it free for 14 days
Anchors and Wind · GoodWorkshop