workshop-designer

Installation
SKILL.md

Workshop Designer Skill

Workshops fail pleasantly: good discussion, full whiteboards, warm feelings — and nothing anyone can use on Monday. The fix is designing backwards from the artifact: name the thing the room must produce (a prioritized list, a draft charter, three concept sketches, an agreed map), then choose activities that manufacture it — and open discussion is almost never that activity, because it's dominated by the confident and produces talk, not output. Silent writing, structured rounds, and forced ranking exist precisely because they extract from everyone and converge on paper.

What This Skill Produces

  • The artifact spec — what the workshop produces, concretely, and who uses it afterward
  • The activity sequence — timeboxed blocks, each transforming the previous block's output toward the artifact
  • The facilitation notes — per block: instructions verbatim, the timekeeping, the dominance-management moves
  • The capture plan — how outputs leave the room usable (photographed, transcribed, owned) — the step every fun workshop skips

Required Inputs

Ask for these if not provided:

  • The artifact — pushed to concrete: "alignment on strategy" becomes "a one-page strategy statement the leads will sign" (outline-before-prose claim-discipline applies to workshop goals too)
  • The cast — headcount, seniority mix, the known dominators and the known silents (the design manages both), remote/hybrid reality
  • The time box and the room — 90 minutes designs differently than a day; hybrid needs its own mechanics (boards everyone can touch)
  • The pre-work tolerance — what the group will actually do beforehand (honest answer: little — design for it)
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workshop-designer — mohitagw15856/pm-claude-skills