Case Studies › Team Dynamics Pilot

Sticky Fingers: proving team dynamics in the room

A global precision-manufacturing company wanted to know if an experiential serious game, not a slide deck, could actually shift how their people coordinate under pressure. One live session was the test.

~10
Participants, one cohort
1 session
Live facilitated pilot
Rollout
Multi-batch, in consideration

Prove the format before the rollout

The client wanted to strengthen how their people coordinate, communicate, and self-organise under pressure, and wanted to see whether an experiential serious game, not a lecture or a slide deck, could actually shift that behaviour in the room.

The pilot was the test: prove the format on their own people before committing to a wider rollout.

The mechanic is the message

A short overview set the frame, then straight into a live facilitated cooperative game, Sticky Fingers, a card-based heist "escape room" played by the whole cohort against a clock, with every clue in one shared central pile.

With ~10 people, one shared pile, and a running timer, the team can only win by self-organising: splitting the pile, tracking state, keeping no one shut out, avoiding a single person hoarding clues, and saying out loud what they see. That is the Team-Dynamics lever, self-organisation and communication, surfaced by the game itself, not asserted on a slide.

Facilitation was live and adaptive. The same person designed and ran it, so the flow bends to the client's specific objective in real time, with a tiered hint protocol held in reserve so a stuck moment never kills the session, and a structured debrief that maps the behaviour in the room back to Collaboration, Communication, and Transfer, "what would you take back to your team?"

Team deeply engaged in a tabletop workshop game around a wooden table

A rollout signal, not just applause

This was a pilot run as a qualitative test, no feedback scores were captured on the day. What it produced was the signal that matters at this stage:

The client's senior decision-maker observed the session live and responded positively. Proof by experience, not by pitch.

The pilot moved a multi-batch rollout into live consideration. The client already had a series of small-cohort (8-10 people) team events planned, so a one-off pilot turned into a multi-batch programme conversation.

Four reasons the room turned

  • The game forced the behaviour. One shared pile, one clock, self-organisation was the only path through. The team lived the lesson instead of hearing it.
  • Live-facilitated to the objective. The same person designed and ran it, so the flow bent to the client's Team-Dynamics goal in real time, something a licensed-game-plus-separate-facilitator vendor structurally can't do.
  • The decision-maker saw it live. Proof by experience, not by pitch, the shortest path from pilot to rollout.
  • It produced a rollout signal, not just applause. A pre-existing series of small cohorts turned a one-off pilot into a multi-batch programme conversation.

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