The Pitch Pit

Teams invent and pitch a deliberately terrible product. The judging is the fun part.

Available as
In-person · Virtual · Hybrid
Group size
8–60 people
Time needed
60–75 min
Preparation
Light prep
Budget
No budget
Energy
High energy

Each team draws a random object and a random audience — 'a stepladder, for cats' — and has twenty-five minutes to build and pitch a business around it. It is a creativity exercise disguised as a joke, and teams produce better thinking here than in most real brainstorms because nothing is at stake.

What it is good for

What you need

  • Two bowls of slips: random objects and random audiences
  • Flip chart paper or a slide each

The run sheet

  1. Prepare the two bowls (prep)

    Twenty mundane objects, twenty specific audiences. Specific is funnier and more generative than absurd: 'commuting cellists' beats 'aliens' every time.

  2. Draw and brief (5 min)

    Teams of four or five draw one from each bowl. Required: a name, the problem it solves, one feature, one reason it will fail, and a ninety-second pitch.

  3. Build (25 min)

    Facilitator circulates and does exactly one thing: when a team is arguing about whether the idea is good, remind them that it is not and to keep going.

  4. Pitches (20 min)

    Ninety seconds each, hard stop. Audience applauds. No heckling — teams self-censor if the room is hostile.

  5. Award odd categories (10 min)

    Most likely to get funded, most likely to be banned, best name, the one we would actually buy. Everyone wins something, which is the point.

Facilitator notes

  • The 'one reason it will fail' requirement is what makes this better than a normal brainstorm. It gives permission to be critical without killing the idea.
  • Keep the pitch limit at ninety seconds and enforce it visibly. The constraint produces the quality.
  • Good warm-up before a real ideation session — it clears out the urge to be clever before the stakes arrive.

Debrief questions

Ask these immediately afterwards, not next week. Fifteen minutes of these is what turns the activity into something the team refers back to — see the debrief guide.

  1. What did your team do when the first idea did not work?
  2. Did anyone's throwaway idea turn out to be almost good? What made it almost good?
  3. How is this different from how we normally run an idea session?

Variations

Real problem edition

Replace the random object with a genuine problem the business has. Keep the silly audience. Produces surprisingly usable ideas.

Shark tank edition

Appoint three judges who must invest fake money. Adds competitive edge and about ten minutes.

Access and inclusion

Pitching to a room is the barrier here. Let teams nominate their own presenter and allow a read-aloud from notes — the ideas are the deliverable, not the performance.

More on designing this in

Running it remotely

Breakout rooms plus one shared slide per team. Draw from the bowls by posting assignments into each breakout room's chat.

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