AI Flash Lab
Run of show

How an AI Flash Lab runs.

Three phases, in order, each ending in something the team commits to. Times below are the 3-hour version.

01
Designer · 40 minutes

Name the challenge

Teams move from a vague sense that something is hard to a problem statement they can design against. The phase is built around writing that statement twice, because the gap between the two versions is the learning.

Beat 1 · 12 min

Version one

Each team writes a first problem statement, filling in who it's for, what they're trying to do, where it happens, and why the obvious fix fails. Rough is fine. It is meant to be replaced.

Beat 2 · 5 min

Choose boosts

Teams pick two or three boosts against their statement. AI boosts arrive as ready-to-paste prompts with their own words already filled in; human boosts are short activities to run at the table.

Beat 3 · 15 min

Run them

Interview each other. Test assumptions. Tell the story of one real person. Teams jot what each boost surfaces as they go.

Beat 4 · 8 min

Version two

Version one comes back pre-filled. Teams edit only where their thinking moved, then say whether the boosts changed it: a lot, somewhat, or not really.

The team commits

A problem statement, written twice, with a note on what changed between them.

When time is short

In the two hour version, pre-set the challenge area before the room arrives and cut to a single boost. Keep both versions. The rewrite is the point of the phase, and dropping it turns the lab into a build-a-thon.

02
Builder · 70 minutes

Build something that shows the idea

The longest phase, and the one where AI earns its place. Teams guess at a solution, choose a form they can finish, build it, and put it in front of the room.

Beat 1 · 10 min

First guess and form factor

One or two rough sentences on what to build, then a deliberate choice of shape: a web app, a paper prototype, a role-played skit, a storyboard, a clickable mockup, or notes on a wall. Choosing the form is a design decision, not a fallback.

Beat 2 · 10 min

Build boosts

Scope surgery, build planning, art direction, test scripts. Or the human ones: paper prototyping, a table read, a raid on whatever materials are in the room.

Beat 3 · 35 min

Build and test it

Teams build the prototype. Aim for testable, not finished. In the last few minutes, give it to a person outside the team and watch them use it. Do not explain it. Fix what broke.

Beat 4 · 15 min

Post it

Teams link or photograph what they made and post it to the session's live gallery, where the whole room can browse it.

The team commits

A prototype in the room's gallery, in whatever form they chose.

When time is short

Build time is the last thing to cut. The two hour version drops to one boost and skips the gallery post, and the build keeps its share. Protect the few minutes at the end where someone outside the team tries the prototype.

Watch for

Teams that spend the whole phase prompting and never show anything to a human. A rough paper version that got a reaction beats a polished one that didn't.

03
Advocate · 35 minutes

Report what you found

Teams report findings, including the parts that didn't work, then defend them when the room pushes back. The output is a Field Test Record.

Beat 1 · 12 min

Four findings

What you hoped your prototype would do. What it actually does. How the process went: what followed the plan and what surprised you. What you'd change if you did it again.

Beat 2 · 6 min

Sharpen it

Optional boosts to tighten the telling or simulate the audience first: a hostile reviewer, a cold read, peer feedback rounds.

Beat 3 · 12 min

Tell the room

Short reports, then peers raise the strongest question they can. Nobody scores anybody. Teams say more when there is no score attached, and the room does this job well on its own.

Beat 4 · 5 min

Push back

Teams see what the record says about their process and get to disagree with it in writing.

The team commits

A Field Test Record they can print, save as PDF, or export, including their objection to it.

Why it works this way

This is not a competition. It is a community of experimenters sharing what they found, and that makes the failures worth telling. If you want experienced voices in the mix, think about who is already in the room who could lead the feedback.

04
Close · 20 minutes

Weigh what AI did and what you did

Give this real time. Teams have spent the session choosing boosts, some run by AI and some run by the people at the table. The close is where they step back and say which ones earned their place.

Beat 1 · 8 min

Boost by boost

Each team walks its own list. Which boosts moved the thinking, which produced text nobody read, and which ones they would run again. AI and human boosts get the same question.

Beat 2 · 7 min

Say it to the room

One sentence per team on where they would keep AI in the loop, and one on where they would keep it out. Patterns show up fast once four or five teams have said theirs.

Beat 3 · 5 min

Take it home

What surprised you, what you would take back to your own work, and what you want to try next.

Each person leaves with

Their own read on where AI helps them and where it does not, tested against a real problem rather than a demo.

Do not cut this

The close is the part that transfers. A team that built something and never said out loud why they handed one job to AI and kept another takes home a prototype and nothing else.

What you run it from

A slide deck for the room, and a companion app for trained facilitators.

The slide deck carries the whole run of show and is free to use. Groups who take the facilitator training also get the companion app: participants carry it on their own screens, it fills their own words into every prompt, keeps both versions of their problem statement, and assembles the Field Test Record as they go.

Formats

Two lengths.

The roles never change. What changes is how much room each one gets. People do ask about ninety minutes, and it can be done with the challenge pre-set and one boost per phase, though the close is the first thing the clock takes and the close is the part that transfers.

2 hours

The common one

The version most teams run. Every phase survives at this length.

  • Teams name their own challenge
  • Two or three boosts per phase
  • Full build phase
  • Full findings round, and nobody scores anybody
3 hours

Full length

Everything, unhurried. Best for professional development days.

  • The longest build phase, with time to test and fix what broke
  • Time for real pushback on the record
  • A proper close, weighing each boost that was run
  • Next-steps conversation before people leave

Ready to run one?

The facilitator kit has the slide deck, the run-of-show card, role prompts, boost cards and participant handouts, all free and editable.