All methods

Consequence Map

Typical duration:
35m

A visual mapping exercise that traces the downstream consequences of a decision or action through multiple orders of effect to surface unintended impacts.

Purpose

A Consequence Map helps teams think beyond immediate outcomes by tracing first-, second-, and third-order consequences of a decision. By visualising the ripple effects, the group identifies unintended consequences, feedback loops, and hidden risks before committing to a course of action.

At a glance

AttributeDetail
Group size4–12 participants
Duration35 minutes
DifficultyMedium
Facilitation styleAnalytical, divergent
SettingIn-person or remote

How to run

  1. State the decision (3 min): Write the decision or action in the centre of the board.
  2. First-order consequences (8 min): Brainstorm the immediate, direct effects. Place them around the centre and draw arrows from the decision.
  3. Second-order consequences (10 min): For each first-order consequence, ask "And then what?" Place these further out and connect with arrows.
  4. Third-order consequences (8 min): Repeat once more. Look for surprises and feedback loops.
  5. Evaluate (6 min): Colour-code consequences as positive (green), negative (red), or uncertain (yellow). Discuss the most concerning negative consequences and whether they change the decision.

Materials needed

  • Large whiteboard or paper (the map expands quickly)
  • Sticky notes and markers
  • Three colours for coding (green, red, yellow)

Pitfalls & common mistakes

  • Stopping at first order: The real insights are in second- and third-order effects.
  • Too many branches: Focus on the most significant consequences at each level; not every branch needs to go three levels deep.
  • Analysis paralysis: The goal is awareness, not prediction of every outcome.
  • Ignoring positive consequences: Track upsides too, not only risks.

Inclusion & accessibility

  • Use large, clear arrows and labels for readability.
  • Allow participants to add consequences via sticky notes placed by the facilitator.
  • In remote settings, use a zoomable digital canvas.

Variations

  • Futures Wheel: A related technique by Jerome Glenn with a more structured radial layout.
  • So-What Chain: A simplified linear version asking "So what?" repeatedly.
  • Stakeholder Consequence Map: Separate branches per affected stakeholder group.

When NOT to use this

  • For reversible, low-stakes decisions — over-analysis adds no value.
  • When the team needs to move fast and the decision is time-sensitive.
  • When consequences are already well-documented from prior analysis.

Source & further reading

  • Jerome Glenn, "Futures Wheel" (1971)
  • Donella Meadows, *Thinking in Systems* (2008)
  • Gamestorming: Consequence Map

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Consequence Map · GoodWorkshop