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Components

Every page and piece Switchback can print, generated straight from@vandermerwed/switchback. Each carries a grade for the evidence behind it, from A (robust) to D (an established practice with no direct study behind this exact use); see theevidence page for what the grades mean. Open any one of them for a preview of the renderer's own output, not a mockup.

Create

  • Brain dumppagegrade C

    Get everything out of the head and onto the page before organising it.

  • Constraint removalpagegrade C

    Break fixation by removing the thing the human is protecting.

  • Forced connectionspagegrade D

    Manufacture a creative collision.

  • Step awaypagegrade B

    Make the break between generating and judging a real, physical act.

  • Stimulus diepiecegrade D

    Inject a random prompt to break fixation and force a new angle.

  • Ten bad ideaspagegrade D

    Outrun the inner critic by demanding badness first.

Decide

  • Assumption auditpagegrade D

    Surface the beliefs the plan silently rests on.

  • Card sortpagegrade C

    Expose the taxonomy the human already holds by making them move pieces.

  • Commitpagegrade A

    End the sitting with a decision and a physical first action.

  • Forecastpagegrade C

    Write down a dated, falsifiable prediction now, so it can be scored honestly later.

  • Options against criteriapagegrade B

    Compare named options against explicit criteria.

  • Perspective swappagegrade B

    See a situation through another person's eyes.

  • Pre-mortempagegrade C

    Make failure vivid before committing, so it can be prevented.

  • Tokenspiecegrade C

    Give abstract quantities — votes, effort, risk, budget — a physical body that can be spent and moved.

  • Two by twopagegrade D

    Trade two axes off against each other and place items.

  • Worst casepagegrade C

    Write a dreaded outcome out concretely, so it stops weighing more than it would.

  • Zonespiecegrade C

    Give cards, notes, tokens, or running state a labelled place on the page.

Learn

  • Explain it simplypagegrade B

    Expose the exact place understanding breaks.

  • Free recallpagegrade B

    Pull what you have learned out of memory with the source closed, then check it against the source.

  • Node mappagegrade D

    Externalise structure and relationships.

  • Practice auditpagegrade B

    Check whether the way you practise actually trains the skill you want.

  • Question queuepagegrade B

    Batch everything the human wants from the AI into numbered blue questions.

  • Self-explainpagegrade B

    Explain to yourself why each step of given material follows.

Plan

  • Card sortpagegrade C

    Expose the taxonomy the human already holds by making them move pieces.

  • Commitpagegrade A

    End the sitting with a decision and a physical first action.

  • Forecastpagegrade C

    Write down a dated, falsifiable prediction now, so it can be scored honestly later.

  • Goal factoringpagegrade D

    Take one habit apart into the goals it serves, then find other ways to meet each goal.

  • Mental contrastpagegrade B

    Set a wish against the obstacle inside you, then plan for that obstacle.

  • Node mappagegrade D

    Externalise structure and relationships.

  • Pre-mortempagegrade C

    Make failure vivid before committing, so it can be prevented.

  • Small experimentpagegrade C

    Test a feared prediction with a small, safe action in the real world, then compare what happened with what you expected.

  • Timelinepagegrade D

    Force sequence and expose what must happen before what.

  • Two by twopagegrade D

    Trade two axes off against each other and place items.

  • Zonespiecegrade C

    Give cards, notes, tokens, or running state a labelled place on the page.

Diagnose

  • Assumption auditpagegrade D

    Surface the beliefs the plan silently rests on.

  • Brain dumppagegrade C

    Get everything out of the head and onto the page before organising it.

  • Five whyspagegrade D

    Descend from symptom to cause.

  • Frame by framepagegrade D

    Replay one real instance of a recurring problem to find the exact moment it could have gone differently.

  • Goal factoringpagegrade D

    Take one habit apart into the goals it serves, then find other ways to meet each goal.

  • Node mappagegrade D

    Externalise structure and relationships.

Review

  • Annotatable sheetpagegrade B

    Any content on one annotatable page — the generic escape hatch.

  • Practice auditpagegrade B

    Check whether the way you practise actually trains the skill you want.

  • Proofpagegrade C

    Print a document, especially AI output, so every paragraph gets an active judgement in ink.

  • Question queuepagegrade B

    Batch everything the human wants from the AI into numbered blue questions.

Reflect

  • Brain dumppagegrade C

    Get everything out of the head and onto the page before organising it.

  • Check-inpagegrade C

    The same short page at every return, so change is visible by flipping back.

  • Mental contrastpagegrade B

    Set a wish against the obstacle inside you, then plan for that obstacle.

  • Perspective swappagegrade B

    See a situation through another person's eyes.

  • Scoresheetpiecegrade C

    Rate the same thing at the start and the end so the change is visible.

  • Small experimentpagegrade C

    Test a feared prediction with a small, safe action in the real world, then compare what happened with what you expected.

  • Worst casepagegrade C

    Write a dreaded outcome out concretely, so it stops weighing more than it would.

Focus

  • Coverpagegrade D

    Orient the sitting and teach the colour language in one glance.

  • Player aidpiecegrade C

    Keep the rules of the session in view without spending a thinking page on them.

  • Return checklistpagegrade C

    Close the loop — make photograph-and-send-back deliberate.

  • Timer dialpiecegrade D

    Bound the session and each phase in time, so deliberation ends in a decision.

  • Zonespiecegrade C

    Give cards, notes, tokens, or running state a labelled place on the page.

Presets

A preset is a named starting configuration of a component — a SWOT is a preset of the two-by-two, for instance. Each inherits its base component's shape and evidence, plus its own attribution.

  • Business Model Canvaspreset of zonesgrade C

    The Business Model Canvas by Strategyzer AG (strategyzer.com). Adapted.

  • Dashboardpreset of zonesgrade C

    Switchback original (a session HUD)

  • Eisenhower matrixpreset of matrix-2x2grade D

    Popularised by Stephen Covey (1989), after a remark attributed to Dwight D. Eisenhower

  • Impact / effortpreset of matrix-2x2grade D

    Traditional

  • Kanbanpreset of zonesgrade C

    After Toyota's kanban; boards for knowledge work are traditional

  • Lean Canvaspreset of zonesgrade C

    Lean Canvas by Ash Maurya (LeanStack), adapted from the Business Model Canvas. Adapted.

  • Now / next / laterpreset of zonesgrade C

    Traditional

  • Playmatpreset of zonesgrade C

    Switchback original (board-game playmat metaphor)

  • Power / interestpreset of matrix-2x2grade D

    After Mendelow (1981), ICIS proceedings

  • Start / stop / continuepreset of zonesgrade C

    Traditional retrospective practice

  • SWOTpreset of matrix-2x2grade D

    Traditional (origin disputed)