The Playground PostBehind the PlaygroundMethod

Why Building Something Useless Might Be Good for Business

Every Playground Day starts with a strange request: build something completely useless. Here’s why.

By Elpida Tatidou15 Oct 20266 min read
Playground Department

Usefulness comes with baggage

Think about the last time your team worked on something that really mattered. People probably reached for ideas they already trusted and stayed in the roles they already knew. When the stakes are high, playing it safe feels sensible.

Usefulness brings expectations. Expectations bring pressure. Pressure makes us play it safe.

So we take the usefulness away. With no customer to please and nothing that needs solving, people start trying things, and you get to see how a team actually works.

Hand-drawn chain: Absurd idea, then Lowered stakes, then Unexpected behaviours, then Real insights
Why useless?Take the usefulness away and the real behaviour shows up.

Five design choices behind a Playground Day

A Playground Day borrows from game design and experiential learning. These five ideas shape every one.

01

A world with different rules

Every Playground Day happens inside a fictional world. For our first client, Sunshine®, it was 2036. AI had become so good at being useful that a team could only prove it was still human by building something useless. Teams answered to a mysterious Board and its Quality Managers.

Game scholars Katie Salen and Eric Zimmerman call this kind of space the magic circle, an idea that goes back to Johan Huizinga. Inside it, job titles count for a little less, and people act in ways they wouldn’t in a normal meeting.

02

A clear way in and a clear way out

Games use small rituals to mark when play starts and when it ends.

Our way in is a warm-up. Before entering the Playground, the Board “calibrated” each team with a round of Two Truths and a Lie. People learned things about each other that never come up in a standup, and got comfortable with the tools.

Our way out is reflection. The Board steps aside, the story ends, and people look back at the day as themselves.

03

Permission to be ridiculous

Game researcher Sebastian Deterding calls it an alibi: a good reason that makes it OK for adults to play at all. A serious Board with a serious test is exactly that.

The quiet one pitches. The manager follows. Nobody has to defend it afterwards. You were inventing Tinder for relatives.

04

A little disruption

Once a team finds its rhythm, we change the conditions with Trigger Cards. A team might lose the ability to speak for a while, or get a new rule halfway through.

We don’t ask people how they handle uncertainty. We add a small dose of it and watch.

05

Turning play into insight

When the play ends, everyone gets ten quiet minutes with an After Action Report. The questions are about the team: Who surprised you? When did someone take initiative? Only after writing alone does the group talk it through together.

Every day is designed around the team

Before the day, we talk with the leader and send the team a short pre-survey. Both shape the design. Sunshine®’s founder wanted to explore bonding, self-leadership, collaboration and momentum, so some activities were built around those goals and others became things we watched for.

The design keeps moving on the day as well. We pick which Trigger Cards to play, and when, based on what’s happening in the room. A team that’s moving too smoothly might get a little friction.

What a questionnaire can’t show you

Many leaders already use personality or team tools like Myers-Briggs, DiSC, Belbin team roles or Hogan. They show how people describe themselves. A team working together can look quite different.

In our first pilot, five of six team members called themselves listeners. A questionnaire would stop there. In the Playground, we got to see what actually happened when nobody was assigned to lead.

We look at a team from three angles:

Angle 01What people sayin the surveys
Angle 02What teammates noticein their After Action Reports
Angle 03What we seewhile they work
Insights ✦
Three anglesThe interesting part is where they overlap.

The most useful insights tend to sit in the gaps between those three. Someone might worry they push too hard, while their team sees them as the person who holds everyone together.

What one day can and can’t do

A Playground Day won’t fix a team in five hours. It makes patterns visible that usually stay hidden, like who takes initiative and when the team works at its best.

Changing habits takes longer. Five weeks after our first pilot, initiative had risen and held, while other plans had faded. One participant wrote:

I started, then it faded.

Follow-up survey

So we follow up after the day.

Further reading

Curious what your team would build?

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