Workshop Planning
Journey card, MethodKit for Workshop Planning
Card 23 of 60 · MethodKit for Workshop Planning
  • ThemeDesigning the journey
  • CardCard 23 of 60
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  • StepDesign the journey
Designing the journey

Journey

How to plan the workshop journey & phases

A workshop's journey is the designed sequence of activities that carries the group from where they start to where they need to arrive.

The journey is the spine of the workshop. It is not a list of topics or a set of timings: it is the arc of the day, the order that makes each activity prepare for the next. A good journey has a beginning that opens the group up, a middle where the real work happens, and an ending that brings it to a close. The order is not arbitrary.

Planning the journey means deciding which activity follows which and why. It means thinking about what state the group needs to be in before each part can work. An exercise that asks people to share personal views only works if there is enough trust in the room first. A synthesis activity only works if there is enough material to synthesize. The journey creates the conditions.

Design the journey in phases, name what happens in each phase, and be explicit about the purpose of each transition. A journey with clear phases is also much easier to divide between co-facilitators.

Easy to missWrite the journey as a sequence of activities with named purposes, not just a timed agenda, so you can see whether the order actually creates the conditions each activity needs.

How experienced facilitators handle it

The same building block, handled by people who have run a lot of workshops. Patterns and illustrations to react to, not rules to follow.

Phase names clarify purpose

Experienced facilitators give each phase a name that says what it is for (open up, diverge, converge, decide, close) rather than what happens in it. The name keeps them on track when the day gets complicated.

Prototype the arc first

They sketch the full arc before filling in the details: what is the opening move, what is the turning point, how does it close. The activities come after the arc is right.

Build in decision points

They identify in advance the moments where the group will need to make a choice or commit to something, and design the activities before those points to create the conditions for a good decision.

Leave room for emergence

They hold the journey lightly enough that a conversation that needs more time can get it, rather than cutting it off because the agenda says to move on.

Questions to plan around

Use these on your own or in a group. There are no right answers, only better conversations.

  1. What is the opening activity, and what state does it need to get the group into before the main work begins?

  2. What is the arc: where does the group start, what is the turning point, where do they end?

  3. Does the order of activities create the conditions each one needs to work?

  4. How many distinct phases does the day have, and does each have a clear purpose?

  5. Where in the journey could something overrun, and which phase can absorb it without breaking the rest?

Watch for

  • Mistaking a schedule for a journey. A list of timings tells you when things happen; the journey design tells you why this order and not another.
  • Designing a journey in isolation without checking whether it creates the right conditions at each step. An exercise that needs high trust placed too early will fall flat.
  • Overfilling the journey so there is no slack. A workshop that never breathes never settles into the work either.