Team dynamics

Moments that bring the team together

Short, interactive activities to open a meeting, pull the group off autopilot and get everyone talking. Neither one needs printed material or a physical room.

The available dynamics

Spin the Wheel

A name picker with a bit of suspense. Use it to choose who speaks first, draw the order of a retrospective or pair people up without anyone having to volunteer.

Free, no account. Takes under a minute.

Open the Wheel

Kanban Pizzaria

Everyone runs a pizzeria kitchen on their own phone. In 30 minutes the group plays night 1 with no guidance, then night 3 with limits, and compares who shipped more and who threw away fewer pizzas.

Free, no account. Each night takes about 3 minutes.

Open the pizzeria

Kanban Game

A hands-on flow management dynamic. Each participant runs a squad and sees how their own decisions change delivery, WIP and dates.

Free, with an account. A match takes about 15 minutes.

Play now

Which one, and when

The choice depends on what the meeting needs at that moment, not on which activity is more fun.

To open a meeting with a quiet group

Use the Wheel. Drawing who starts takes the burden of volunteering off people, and that is usually what holds the conversation back in the first minutes.

To hand out the floor without hierarchy

Use the Wheel. When a draw sets the order, the most senior person stops always speaking first, and opinions stop converging too early.

To teach flow management in practice

Use the Kanban Game. Explaining WIP limits on a slide rarely convinces anyone. Watching the queue grow because the team started too much work convinces on the first round.

To warm up a long training session

Use both. The Wheel opens the session and forms the pairs, the game comes later as the hands-on part of the content.

How to run it without putting anyone on the spot

  • Say up front what is going to happen. A dynamic announced as a surprise leaves part of the group on guard rather than at ease.
  • Make passing a legitimate option and say so out loud. Forced participation does not build belonging, it builds quiet discomfort.
  • Agree on the time. Five minutes announced and respected are worth more than a good activity that runs over the agenda.
  • Close by tying the activity to the goal of the meeting. A dynamic that ends without that connection is remembered as a game, not as learning.
  • In a remote meeting, share your screen while drawing. What nobody watched happen does not feel like a draw.

Frequently asked questions

Are the dynamics free?

Yes. The Wheel runs straight in the browser with no account. The Kanban Game is free and asks for an account, which also unlocks the interactive experiences and the community.

Do they work in remote meetings?

They do. The Wheel was made to be shared on screen, and the Kanban Game runs in each participant browser, which lets you compare results afterwards.

Do I need to be an experienced facilitator?

No. Both activities explain the rules on screen. What helps is agreeing on the time beforehand and closing with a link to the goal of the meeting.

How many people can join?

The Wheel takes as many names as you type and works well from 3 to 30 people. The Kanban Game is individual, and groups usually play in parallel and compare decisions at the end.

Does it work for a team that does not use Kanban?

The Wheel works in any meeting. The Kanban Game teaches flow management, so it is useful for any team that lives with queues, deadlines and too much started work, even without a Kanban board today.

Want to run this with your team?

We help design the flow, train the team and sustain the change after the workshop.