The Navigator’s Choice facilitation game is designed to help teams prioritize and categorize project requirements while identifying potential obstacles. Using a metaphorical sailor, ship, lighthouse, and underwater challenges, this game guides participants through determining “must-have,” “should-have,” “could-have,” and “won’t-have” elements essential to successful project navigation. By placing each element into the right category, teams gain clarity on the importance and feasibility of each aspect, which helps set a shared vision and prioritize action steps.
When to Use This Facilitation Game Play
Use The Navigator’s Choice:
When starting new projects to determine the critical requirements and potential roadblocks.
For prioritizing features or tasks in product development, ensuring the team has clear goals and realistic expectations.
In decision-making sessions to assess what is essential, desired, and unnecessary.
When resources or time are limited, and teams need to maximize impact by focusing on essentials.
With its gamified approach, The Navigator’s Choice enables a collaborative and insightful exercise to build consensus and guide teams toward success.
Facilitation Game Setup
Materials Needed:
Navigator’s Choice Template (with a sailor and mast labeled “Must Have,” a fan-laden load labeled “Could Have,” underwater obstacles labeled “Won’t Have,” and a lighthouse on a tower labeled “Should Have”).
Post-its (for jotting down ideas and requirements).
Timer (to keep each game phase on track).
Dot stickers (for voting on items).
Dice (for selecting participants to explain their choices or to add spontaneity to the selection process).
Objective: Identify core “must-have” items essential to project success.
Game Mechanics:
Provide each participant with post-its and ask them to write down the key items they believe are absolutely necessary for project success.
Each team member shares and places their post-its next to the sailor with the “Must Have” mast on the chart.
Set a timer for 10 minutes to ensure this phase remains focused and efficient.
Roll a dice to select participants who will provide brief explanations of why each item is necessary.
The “Must Have” section helps the team focus on essential elements without which the project cannot proceed effectively.
2. Setting the Compass (Should-Have Selection Phase)
Objective: Identify elements that aren’t critical but add significant value and are highly desirable.
Game Mechanics:
Using new post-its, each participant writes down ideas they believe should be in but aren’t necessarily mission-critical.
These post-its are placed next to the lighthouse labeled “Should Have.”
A quick dot voting round is conducted, where each person has three dots to vote on the “Should-Have” items they find most valuable. Items with the highest votes are prioritized.
This phase ensures that “Should-Have” elements align with team goals, without overshadowing critical tasks.
3. Wind in the Sails (Could-Have Brainstorming Phase)
Objective: Identify items that could enhance the project but are not necessary if resources are limited.
Game Mechanics:
Participants brainstorm ideas they feel would be nice additions but are not essential for project success. These are on post-its and added to the load with the fan “Could Have.”
A timer of 8 minutes is set to keep the brainstorming focused.
To add a game element, participants roll a dice to take turns explaining why each item would be a valuable addition, adding a bit of suspense and variety.
This phase encourages creativity and adds flexibility, showing the team which non-essential elements might still be valuable if resources and time allow.
4. Navigating Depths (Won’t-Have Selection Phase)
Objective: Identify obstacles or items that are unnecessary or detract from the project goals.
Game Mechanics:
Each participant reflects on possible distractions, unnecessary features, or risks, writing them on post-its and placing them by the underwater obstacles labeled “Won’t Have.”
Team members review these items collectively, marking any controversial items for a brief discussion.
A quick dot vote helps solidify agreement on items to exclude.
By addressing “Won’t-Have” elements early on, teams avoid scope creep and stay focused on impactful tasks.
5. Charting the Course (Final Prioritization and Action Planning Phase)
Objective: Finalize priorities and develop an actionable plan for “Must-Have” and “Should-Have” items.
Game Mechanics:
The priority post-its in the “Must Have” and “Should Have” categories are there, and the team assigns ownership or task responsibility.
The team uses a flipchart to outline tasks, responsibilities, and deadlines, creating a visible action plan for accountability.
Reflect on the process, asking participants to share any insights or unexpected findings from categorizing elements and clarifying priorities. This debrief helps the team align and prepares them to focus on tasks that maximize impact while staying within scope.
The Navigator’s Choice provides a powerful and visual way to prioritize, ensuring teams are ready to tackle challenges with a clear understanding of what is necessary, desirable, and unnecessary. If you’d like to add this chart to your facilitation toolkit, you can purchase it at Visual Thinking School Charts.
Piyuesh is the founder of Visual Thinking School, Netherlands. He is passionate about empowering organizations and classrooms with Visual Thinking Skills. He conducts trainings onBusiness Sketchnotes™ , Classroom Sketchnotes™, Visual Business Storytelling™, Graphic Facilitation™
In his free time, piyuesh likes practicing Aerial Yoga, Acro yoga, Krav Maga and Pole workouts.