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Exercises/Divergent Ideation/Nippon
Ideation Warm-Up ยท Divergent Ideation

Nippon

Participants stand in a circle and pass physical poses and vocal calls around or across the group. They test quick reaction times while trying to keep the sequence moving smoothly.

10 minutesTIME
4 to 20 peopleGROUP SIZE
In person, RemoteSETTING
1 materialMATERIALS
Planning pillar: Participation Architecture UWT groups this divergent ideation activity under Participation Architecture in its Gathering Effectiveness planning framework.

Choose this exercise

Purpose: Re-engage attention and physical readiness after sedentary group work.

Use it when: Use between heavy working blocks or after a long presentation when the room needs quick physical movement and shared laughter.

Skip it when: Skip when people need quiet analytical focus, when space is too cramped for arm gestures, or when noise will disrupt neighboring rooms.

Group arrangement: Single circle of 4 to 20 people

Timing: Project of How lists 10 to 90 minutes; UWT suggests 10 minutes to serve as an effective energizer without fatigue.

Materials and tools

Before participants arrive

  1. Clear chairs and tables to leave an open circle with at least an arm length of space between participants.

Say this to open

We are going to play a fast physical reaction game called Nippon. We will pass sounds and gestures around and across the circle. The goal is to keep the energy moving without pausing. You can stay seated and adapt the movements, or opt to referee if you prefer not to jump in with active movement.

How to run it

  1. Demonstrate the moves 3 minutes

    Teach the three moves. Move 1: The initiator shouts 'Nippon!' with an angry face, arms in a low circle, and bent knees. The whole circle copies. Move 2: The initiator turns to a neighbor with an air-punch and a sharp 'Huh!'. The receiver copies, then punches the next neighbor with 'Huh!'. Move 3: Instead of punching, the receiver throws a spell across the circle shouting 'Ata-nama!'. The target makes a roof over their head with both arms, bends knees, and shouts 'Sinsei Kinomo!'.

  2. Run a slow practice round 2 minutes

    Start a slow practice sequence. Move the 'Huh!' pass around the circle twice, then test throwing the 'Ata-nama!' spell across the circle. Correct hesitations calmly and let everyone confirm the calls before speeding up.

  3. Play at full speed 4 minutes

    Initiate the game at full speed. When a player stumbles, freezes, or misses a word, offer choices: they may step out to serve as an active referee, give a quick playful bow, or restart the circle immediately with a fresh 'Nippon!' call. Alternatively, call a full-group reset where everyone shouts 'Nippon!' together. Continue until 2 or 3 players remain, or stop when the group reaches peak energy.

  4. Cool down and debrief 1 minutes

    Ask the group to take one deep breath together. Invite two participants to answer one of the debrief questions before returning to their seats.

Debrief questions

Finished output: Completion of three to four fast-paced rounds of the energizer with the entire group reset for subsequent work.

Remote

Run in gallery view with all participants unmuted. Establish an explicit turn sequence in the platform chat (for example, alphabetical by first name) for neighbor passes. For cross-circle passes, players must speak the target player's name clearly before shouting 'Ata-nama!'.

Hybrid

Hybrid delivery is not recommended because audio latency and room echo disrupt rapid vocal cues. Either run an entirely remote version online or keep the physical circle in person while remote participants serve as speed referees.

Access and participation choices

If the session gets stuck

Participants feel embarrassed or put on the spot when they misstep.
Replace any punitive forfeit with a cheerful self-chosen reset move or have the entire group shout 'Nippon!' together whenever an error happens.
People forget the specific nonsense words.
Post the words on a whiteboard or flip chart visible to everyone, or allow players to substitute their own simple sounds like 'Zip', 'Zap', and 'Boing'.

Terms used here

Live facilitator

Run this exercise live

The facilitator console stays in this browser. Its QR handoff is a short-lived participant snapshot containing only public exercise instructions, phase, prompt, and timer state.

Run this with your AI assistant +

Works with Claude, ChatGPT, Gemini, or your own local model: paste this prompt and your AI will co-facilitate this exercise with you.

Help me prepare and run the exercise below. First ask for my participant count, time, setting, access needs and intended result. Check these against the stated limits. Use the supplied rules and materials. Explain any proposed changes before using them, and label them as adaptations. Do not invent source claims or require personal disclosure. Give me one step at a time when I say start. I manage the people, physical activity and clock; do not claim to observe the room. Ask me what happened before choosing a next step.

Reference revision: 93792a7e054a8d2ae6cf50576a462a399a6b7c7e27f7155e1077f6b16cf63df7

# Nippon

Participants stand in a circle and pass physical poses and vocal calls around or across the group. They test quick reaction times while trying to keep the sequence moving smoothly.

**Time:** 10 minutes. Project of How lists 10 to 90 minutes; UWT suggests 10 minutes to serve as an effective energizer without fatigue.
**People:** 4 to 20. Single circle of 4 to 20 people

## Choose this exercise

**Purpose:** Re-engage attention and physical readiness after sedentary group work.
**Use it when:** Use between heavy working blocks or after a long presentation when the room needs quick physical movement and shared laughter.
**Skip it when:** Skip when people need quiet analytical focus, when space is too cramped for arm gestures, or when noise will disrupt neighboring rooms.

## Materials and tools

- Whiteboard or flip chart and markers (optional, to display words)

## Before participants arrive

1. Clear chairs and tables to leave an open circle with at least an arm length of space between participants.

## Say this to open

We are going to play a fast physical reaction game called Nippon. We will pass sounds and gestures around and across the circle. The goal is to keep the energy moving without pausing. You can stay seated and adapt the movements, or opt to referee if you prefer not to jump in with active movement.

## How to run it

### 1. Demonstrate the moves (3 minutes)

Teach the three moves. Move 1: The initiator shouts 'Nippon!' with an angry face, arms in a low circle, and bent knees. The whole circle copies. Move 2: The initiator turns to a neighbor with an air-punch and a sharp 'Huh!'. The receiver copies, then punches the next neighbor with 'Huh!'. Move 3: Instead of punching, the receiver throws a spell across the circle shouting 'Ata-nama!'. The target makes a roof over their head with both arms, bends knees, and shouts 'Sinsei Kinomo!'.

### 2. Run a slow practice round (2 minutes)

Start a slow practice sequence. Move the 'Huh!' pass around the circle twice, then test throwing the 'Ata-nama!' spell across the circle. Correct hesitations calmly and let everyone confirm the calls before speeding up.

### 3. Play at full speed (4 minutes)

Initiate the game at full speed. When a player stumbles, freezes, or misses a word, offer choices: they may step out to serve as an active referee, give a quick playful bow, or restart the circle immediately with a fresh 'Nippon!' call. Alternatively, call a full-group reset where everyone shouts 'Nippon!' together. Continue until 2 or 3 players remain, or stop when the group reaches peak energy.

### 4. Cool down and debrief (1 minutes)

Ask the group to take one deep breath together. Invite two participants to answer one of the debrief questions before returning to their seats.


## Debrief questions

- What helped you react quickly when a call came your way?
- How did the group handle mistakes or slips as the pace accelerated?

**Finished output:** Completion of three to four fast-paced rounds of the energizer with the entire group reset for subsequent work.

## Remote

Run in gallery view with all participants unmuted. Establish an explicit turn sequence in the platform chat (for example, alphabetical by first name) for neighbor passes. For cross-circle passes, players must speak the target player's name clearly before shouting 'Ata-nama!'.

## Hybrid

Hybrid delivery is not recommended because audio latency and room echo disrupt rapid vocal cues. Either run an entirely remote version online or keep the physical circle in person while remote participants serve as speed referees.

## Access and participation choices

- Participants may adapt arm shapes and knee bends to seated postures or choose to serve as timekeepers or referee judges without active movement.
- Anyone may step out of the circle at any point without explanation and observe.

## If the session gets stuck

**Participants feel embarrassed or put on the spot when they misstep.**

Replace any punitive forfeit with a cheerful self-chosen reset move or have the entire group shout 'Nippon!' together whenever an error happens.

**People forget the specific nonsense words.**

Post the words on a whiteboard or flip chart visible to everyone, or allow players to substitute their own simple sounds like 'Zip', 'Zap', and 'Boing'.


## Terms used here

- Initiator: The person who starts or resets the round with the primary call.

## Sources and adaptation

Observed in Project of How (HOW030), where it is attributed to Annet Kloprogge.

Retained the three core game mechanics (circle pass, cross-circle throw, and overhead roof defense) from the Project of How record. UWT removed the requirement to perform a 'humiliating dance' upon elimination to maintain psychological safety, replacing it with an optional playful bow, referee role, or full-group reset. Set realistic 10-minute timing instead of 90 minutes. Listed optional chart materials for word prompts.

[Project of How](https://projectofhow.com/method/nippon/)

Current run sheet: https://unitedwetransform.com/exercises/nippon-project-of-how/

Sources and adaptation

Observed in Project of How (HOW030), where it is attributed to Annet Kloprogge.

Retained the three core game mechanics (circle pass, cross-circle throw, and overhead roof defense) from the Project of How record. UWT removed the requirement to perform a 'humiliating dance' upon elimination to maintain psychological safety, replacing it with an optional playful bow, referee role, or full-group reset. Set realistic 10-minute timing instead of 90 minutes. Listed optional chart materials for word prompts.

See our editorial policy for AI use, sourcing and corrections.

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