
The Alternative Uses Game is a fast, energizing ice breaker game built for teams who need quick creative thinking before a meeting starts. Hand a group a single small object and set a timer for two minutes. Ask everyone to name as many possible uses for it as they can, no matter how strange. The point is volume, not perfection.
For instance, the first object could be a paperclip. The paperclip might become a zipper pull, a lock pick, or a tiny sculpture, and every wild answer counts. Or, if the object is a thumbtack, the uses might be a SIM-eject tool for a phone, a reset-button presser, or a splinter remover.
The first few answers will likely be obvious. But as the activity progresses, two things will happen. First, the participants will begin to “hitchhike” on each other’s answers. Hearing an answer from one team member will spawn similar answers from others. Then, second, the answers will get more and more creative.
This activity works well in department meetings, off-sites, leadership workshops, and even virtual meetings held over Zoom. Also, it needs no setup and costs nothing. A small object lying around the office, a timer, and something to write with are enough for a full team to play. As a result, facilitators can run it on five minutes’ notice.
The exercise borrows from a classic creativity test psychologists call the Alternate Uses Task. Rather than measuring memory or logic, it measures how flexibly a mind can jump between ideas. Teams that try it usually surprise themselves within the first thirty seconds. Someone in the group always lands on a use nobody else considered. That moment alone tends to loosen up an otherwise quiet room. After reading this guide, you will know how to set up the game, run it step by step, and lead a short debrief that ties the exercise back to real problem solving at work.
How to Set Up the Alternative Uses Game Before Your Team Meeting
Setup for the Alternative Uses Game takes less than two minutes. Gather one ordinary object per group, a visible timer, and a way to record answers.
Materials needed:
- One small object per group–a paperclip works best for the first round
- A timer visible to everyone, whether a phone, a wall clock, or a shared screen
- A whiteboard, flip chart, or shared document to track answers
- Pens or markers for in-person groups
Groups of four to eight people work best. Then, for larger meetings, split the room into multiple small groups and run the rounds side by side. Virtual meetings work just as well. Next, drop a chat message with the round, share a countdown timer, and ask people to type answers into the chat.
Prep time stays under five minutes total. Additionally, facilitators can vary the object each round. For example, a brick, a rubber band, a coffee mug, or an old phone charger all work. Swapping objects keeps repeat sessions from feeling stale.
Step-by-Step Instructions for Leading the Alternative Uses Game
Step 1: Introduce the object and the rules.
Hold up the object for everyone to see. Explain the challenge in one sentence. “Everyone has two minutes to name as many uses for this object as possible. And silly answers count just as much as practical ones.” That single reminder relaxes people who might otherwise stay quiet.
Objects that work really well are the following:
- Paperclip
- Thumbtack
- Rubberband
- A Fork
- A Stone
- String
Step 2: Start the timer and open the floor.
Once the timer starts, invite anyone to call out an answer. A facilitator or volunteer writes each one on the board. Then, keep the pace quick. Save judgment and discussion for the debrief that comes later.
Step 3: Capture every answer without editing.
Write down every idea exactly as it is called out, even the strange ones. For instance, someone might suggest using the paperclip as a tiny hook, a zipper pull, or a lock pick. As the list grows, energy in the room usually grows with it. Encourage quieter participants by asking if they see the object differently.
Step 4: Call time and tally the results.
When the timer hits zero, stop the round immediately. Count the total number of uses the group generated. Groups typically land somewhere between fifteen and thirty ideas in two minutes. Share that number out loud, since it gives the group an instant, measurable win.
Step 5: Award a quick prize for the most creative answer.
Ask the group to vote on their favorite non-obvious use. Then hand out a small prize; a piece of candy or a five-minute break works fine. This step turns a quick mental warm-up into a moment people actually remember.
Debrief Questions to Drive Real Learning After the Alternative Uses Game
The conversation during the activity can act as the debrief on its own if time is short. However, a few guided questions afterward turn a fun warm-up into a real discussion about how the team solves problems. Teams that skip this step still enjoy the game, but they miss the chance to connect it back to daily work.
A short debrief also signals that creative thinking has value beyond the icebreaker itself. Additionally, it gives quieter team members a second chance to contribute now that the pressure of a ticking clock is gone.
A Few Questions to Ask After the Alternative Uses Game
- Which answer surprised you the most, and why?
- Did the group get stuck at any point? What helped break through it?
- How is generating wild ideas here similar to solving problems at work?
- What would change if we had five minutes instead of two?
Teams rarely run out of ideas. They run out of confidence to say the odd ones out loud. The Alternative Uses Ice Breaker Game removes that hesitation for two minutes, and that small permission slip is often what a stuck meeting actually needs.