United We Transform | Facilitator run sheet

Atomize

Groups break down a complex system or concept layer by layer into its foundational components. The resulting tree diagram exposes base elements, hidden assumptions, or distinct operational units.

60 minutes | 3 to 24 people

Choose this exercise

Purpose: Deconstruct a complex system into tangible, base-level components using recursive questioning.

Use it when: Use when a team needs to unpack an abstract concept, complex service, or messy workflow before redesigning or prioritizing it.

Skip it when: Skip when the focus is on synthesizing disparate ideas or when the system is already well-defined and simply needs linear execution.

Group arrangement: Whole group for small cohorts (3 to 6) or parallel breakout teams of 3 to 5 participants for larger rooms.

Timing: Gamestorming source suggests 1 hour or more. 60 minutes allows 3 to 4 decomposition cycles plus review.

Materials and tools

Before participants arrive

  1. Clear wall or whiteboard space for each small group.
  2. Write the central system or topic on a large sticky note and post it at the top center of each board.
  3. Place sticky pads and markers at each station.

Say this to open

Today we are analyzing our core system by breaking it down into its smallest working parts, or atoms. We start with the whole system at the top. We will split it into three to five major parts, and then repeatedly ask what combines to make each part until we reach base components.

How to run it

  1. Frame the primary system 5 minutes

    State the system named at the top of the board. Give an explicit neutral example: if the system is a bicycle, the first split might be frame, drive train, wheels, and steering. If running parallel teams, ensure all groups work on either the same target or assigned distinct subsystems.

  2. Split into top-tier components 10 minutes

    Ask participants to identify 3 to 5 large structural blocks that make up the system. Have participants write one component per sticky note and post them in a horizontal line directly beneath the main topic.

  3. Deconstruct recursively 25 minutes

    For each component, prompt the group: 'What combines to create this?' Teams generate sub-components and post them beneath each parent note, branching downward. Continue this cycle for 3 to 4 vertical layers until reaching fundamental units that cannot be split further without losing practical meaning.

  4. Review the atomic layer 10 minutes

    Have teams step back and scan the bottom row. Direct them to circle or mark recurring base elements, surprising dependencies, or operational bottlenecks using their markers.

  5. Harvest findings 10 minutes

    If running parallel groups, have two representatives share one key base insight from their board with the room. Close by photographing the maps for system documentation or backlog creation.

Debrief questions

Finished output: A hierarchical tree diagram mapping a system down to its base structural components.

Remote

Set up a shared digital whiteboard with a top-level sticky note and pre-arranged tiered lanes. Small groups use breakout rooms of 3 to 5 people to add sticky notes downward. Keep cameras optional and invite contributions via text or spoken turn.

Hybrid

Pair an in-person scribe with an online participant in each breakout team. Use a digital board mirrored on the in-room display so remote and co-located participants can place and move notes simultaneously.

Access and participation choices

If the session gets stuck

Participants list sequential process steps instead of structural components.
Clarify that this exercise maps ingredients or structural parts rather than a timeline. Ask: 'What must exist for this part to function?'
A branch expands infinitely into trivial trivia.
Stop the breakdown when a sub-item reaches an off-the-shelf tool, standard raw material, or singular indivisible human behavior.

Terms used here

Sources and adaptation

Observed in Gamestorming; the source attributes the Atomize game to James Macanufo.

Preserved the core mechanics of recursive splitting and hierarchical mapping described by James Macanufo in Gamestorming. UWT added explicit timeboxing (60 minutes), structured subgroup mechanics, a concrete bicycle framing example, and hybrid participation roles.

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