The new strategy focuses on enterprise customers
Activity guide
Know / Wonder
A practical guide to running a Know / Wonder activity for facts, questions, evidence gaps, and research next steps.
Duration
20-35 min
Group size
3-40
Difficulty
easy
Format
kanban
Activity preview
Know / Wonder
Company strategy workshop
Participants have uneven prior knowledge of the new strategy.
Know
Wonder
What is Know / Wonder?
Know / Wonder is a practical two-column inquiry activity for separating what a group knows from what it still wonders. In facilitation and business problem-framing, it is closely related to Tim Hurson's KnoWonder tool from the Productive Thinking tradition. In education and learning design, the same structure overlaps with KWL and Know / Wonder / Learn routines.
Participants add short notes under the two values from the Know / Wonder preset:
Know
Capture facts, evidence, observations, or constraints that are already clear.
Wonder
Capture open questions, assumptions, or unknowns we need to investigate.
The activity is useful because it slows down the jump from partial knowledge to decisions. Instead of mixing facts, guesses, and questions in one conversation, the group can see what is settled, what is only assumed, and what needs follow-up.
You may also see related names such as KnoWonder, Knowonder, KnowWonder, Know Wonder chart, Know Wonder Learn, KWL chart, or Know / Want to Know / Learned. These names come from overlapping facilitation and education traditions, so it is better to explain the structure than to claim one single origin. The two-column Know / Wonder version is best for workshops and discovery sessions where the immediate goal is to reveal current understanding and open questions. A three-column KWL or Know / Wonder / Learn chart adds a Learned column for returning after a lesson, research cycle, or experiment.
When to use it
Use Know / Wonder when you want to make uncertainty visible before planning, learning, or decision-making.
It works especially well when:
- a team is starting a new project, lesson, research topic, or customer discovery effort,
- people each hold different pieces of context,
- assumptions are being repeated as if they were facts,
- a group needs to generate research questions before interviews, tests, or data analysis,
- a facilitator wants a calm structure for inquiry and curiosity,
- a class or training group needs to activate prior knowledge before learning something new,
- a remote or hybrid group needs a shared board that everyone can contribute to at the same time.
In training, Know / Wonder can be a fast reality check before you teach. If the Know cards are lighter than expected, or the Wonder cards show no appetite for technical detail, the facilitator can adapt the session before losing the room. In a strategy or change workshop, it can reveal who has read the previous communication, who helped shape the vision, and what questions or concerns still need to be surfaced.
Adapt or choose another activity when:
- the group already has enough evidence and only needs prioritization,
- the topic is emotionally charged and needs a safer reflection format first,
- participants do not yet have enough context to contribute meaningful Know cards,
- the goal is broad ideation rather than shared understanding,
- the facilitator cannot support follow-up after the Wonder questions are created.
How to run it
A typical Know / Wonder activity takes 20 to 35 minutes. Keep the pace simple and spend enough time at the end turning questions into action.
1
Choose the focus topic
Name the project, lesson, customer segment, decision, problem, or situation the group will explore. Write it as a clear prompt, such as "What do we know and wonder about first-time user onboarding?" or "What do we know and wonder about this new unit?"
2
Define the two columns
Explain that Know is for current facts, observations, evidence, and working assumptions. Explain that Wonder is for questions, uncertainty, and things the group needs to investigate. Make it clear that a Know card can still be challenged if the evidence is weak.
3
Give people quiet writing time
Ask participants to add notes independently before discussion begins. Quiet writing helps the group hear more than the loudest or most senior voices. Encourage short, specific cards, one thought per card.
4
Review Know first
Read the Know cards together. Merge duplicates if needed. Ask which cards are evidence-backed, which are assumptions, and which need verification. If a card sounds like a guess, mark it as an assumption or move it toward Wonder.
5
Clarify Wonder
Read the questions. Combine repeated questions, rewrite vague cards, and make broad questions more answerable. For example, change "customer needs" into "Which customer need causes people to abandon onboarding?"
6
Choose what matters now
The group does not need to answer every Wonder during the session. Select the questions that are most important for the next decision, lesson, experiment, interview, or analysis. If there are many questions, use a quick vote or facilitator choice to narrow the list.
7
Turn questions into next steps
Turn priority questions into concrete follow-up. Assign owners, evidence sources, research tasks, readings, customer interviews, data checks, experiments, or later discussion moments. A useful Wonder card should have a path to being answered.
8
Revisit after learning
Return after research, instruction, or data gathering. Add a Learned, Evidence, Next, or Decision column if useful. This helps the group see which questions were answered, which assumptions changed, and which gaps remain.
Tools and setup
You can run Know / Wonder with almost any shared surface. The method needs two clear columns, a focus topic, quiet writing time, and a closing step that turns important questions into follow-up.
Low-tech and general-purpose tools
For in-person sessions, use a whiteboard, wall chart, or sticky notes. For remote or hybrid groups, use a shared document, a spreadsheet, slides with two columns, a form that feeds a review board, a generic online whiteboard, or a workshop platform with card sorting.
Set up two columns labeled Know and Wonder. Put the focus topic at the top. Give participants time to add cards, then review each column in order. If the group is large, ask people to write first and discuss later so the board does not become a live debate.
The method is simple, but the facilitation work matters. Many boards fail because Wonder becomes a parking lot, or because the Know column fills with unsupported assumptions. Plan time to label weak evidence, cluster repeated questions, and assign follow-up.
Using Stormz
Stormz includes a Know / Wonder play mode preset that sets up a Kanban board grouped by a fixed Know / Wonder classification. The preset uses two values, Know and Wonder, and lets participants create cards freely.
For a live remote or hybrid session, a facilitator can start from the preset, open the workshop, and invite participants with a workshop link or QR code, depending on event access settings. Participants can add Know and Wonder cards in parallel, while the board keeps the two columns visible for review.
When the board grows, optional Stormz features can help the facilitator make sense of the cards. AI auto-tagging can suggest recurring tags, and the Tag cloud view can help spot repeated themes in a large set of Wonder questions. Use these as facilitation aids, not as replacements for evidence checks.
Keep the facilitator responsible for evidence quality. Stormz can help organize and review the board, but it does not decide whether a Know card is true.
Facilitation tips
Ask for evidence
Ask people to write “we know” only when they can name the evidence, source, or observation behind the card. If they cannot, mark it as an assumption.
Use it to adapt live
At the start of a training, the Know and Wonder columns can show whether your plan is too deep, too basic, or simply aimed at the wrong questions.
Make questions answerable
Encourage Wonder cards that can lead to research, reading, interviews, data checks, tests, or expert input. Vague curiosity is less useful than a question someone can investigate.
Converge before plenary
In large groups, do not collect every individual note directly in plenary. Let pairs or small groups compare first, then bring a cleaner synthesis to the shared board.
Do not answer everything
The group does not need to solve every Wonder in the session. Choose the questions that matter for the next decision, lesson, experiment, or research step.
Return after learning
Revisit the board after research, instruction, or data gathering. Add Learned, Evidence, Next, or Decision when the activity needs to become a learning loop.
Variations
KnoWonder and Productive Thinking
KnoWonder is the Tim Hurson / Productive Thinking name for this style of tool. It is especially useful during early problem framing, when the group needs to clarify what is known, what is unknown, and what information should be gathered before moving forward. Treat it as one important facilitation lineage, alongside education-oriented KWL and Know / Wonder / Learn routines.
Know / Wonder / Learn
Add a Learn or Learned column after a lesson, research cycle, interview round, or experiment. This variation is close to KWL-style classroom practice and works well when you know the group will come back after learning something new.
KWL chart
Use Know, Want to Know, and Learned. In many education contexts, W means Want to Know. Some newer versions use Wonder language instead. If you use KWL terminology, clarify the labels so participants know whether Wonder is a question column or a planning column.
Know / Think / Wonder
Add a middle column for hypotheses or beliefs. This is helpful when the group often confuses confirmed evidence with informed guesses.
See / Think / Wonder
Use this when participants begin from a shared artifact, such as an image, chart, video, prototype, or text. It is an adjacent visible thinking routine, not the same as Know / Wonder. See captures observation, Think captures interpretation, and Wonder captures curiosity.
Training opener
Use Know / Wonder before teaching a topic. The Know column shows what participants already understand, and the Wonder column reveals what they expect, fear, or want clarified. This can help the trainer adapt the level of detail live.
Strategy or change workshop
Use Know / Wonder before working on a new strategy, vision, or transformation. Some people may have helped prepare it, some may have read previous communication, and some may be discovering it for the first time. The activity makes uneven knowledge and important questions visible before the group moves into discussion.
Research planning board
After the first pass, convert Wonder cards into research tasks. Add fields such as owner, evidence source, deadline, confidence, or decision impact.
Decision readiness check
Before a decision meeting, ask what the group knows and what it still wonders. If the Wonder column contains critical unanswered questions, the group may need more evidence before deciding.
Common mistakes
Treating assumptions as facts
The Know column should not become a place where guesses gain authority. Ask for evidence, confidence, or source. If the group cannot support a claim, mark it as an assumption or turn it into a Wonder question.
Letting Wonder become a parking lot
Questions are useful only if they guide learning or action. End the activity by selecting priority questions and assigning next steps.
Writing questions that are too broad
A Wonder such as "pricing" or "user behavior" is hard to act on. Help participants rewrite broad labels as answerable questions.
Discussing too early
If discussion starts before quiet writing, early speakers can shape the whole board. Give everyone a few minutes to contribute first.
Trying to solve everything immediately
Know / Wonder is not a full research project. The session should identify important gaps and decide what to do next.
Skipping the return visit
The activity is stronger when the group comes back after learning. Revisit the board, update assumptions, and record what changed.
Source note
Know / Wonder sits at the intersection of several related practices. In business facilitation, it is closely related to Tim Hurson's KnoWonder tool from the Productive Thinking tradition, described as a way to list what a group knows and what it wonders during early problem framing. In education, similar Know, Wonder, and Learn structures appear in KWL-style routines, with KWL commonly attributed to Donna Ogle's 1986 work. This guide uses the readable Know / Wonder name while treating both lineages carefully and avoiding a single-origin claim.
FAQ
A Know / Wonder activity is a two-column inquiry exercise. The group lists what it currently knows or assumes in one column and what it still wonders in the other. The goal is to turn scattered knowledge and uncertainty into a shared learning agenda.
It is closely related, especially in business facilitation and problem-framing contexts. KnoWonder is the Productive Thinking name associated with Tim Hurson. This guide uses the readable Know / Wonder title and also acknowledges adjacent KWL-style education routines.
Not exactly. A KWL chart usually has three columns: Know, Want to Know, and Learned. Know / Wonder is a lighter two-column structure, but it overlaps with KWL-style inquiry because both ask people to activate what they know and name what they want to find out.
Put facts, observations, evidence, context, constraints, and current assumptions in Know. If something is not evidence-backed, label it as an assumption so the group can check it before relying on it.
Put questions, uncertainty, research gaps, risks, hypotheses, and things the group needs to understand next. Good Wonder cards are specific enough that someone can investigate them.
You do not need to ban assumptions. Instead, ask participants to mark confidence or evidence. During the review, separate confirmed facts from beliefs that need checking.
Add Learned when the group will come back after a lesson, research sprint, experiment, interview round, or data review. The extra column helps people record what changed and which questions remain open.
See / Think / Wonder starts with observation of a shared artifact. Participants describe what they see, interpret what they think, and ask what they wonder. Know / Wonder starts with a topic or problem and separates current understanding from open questions.
Yes. Product and research teams can use it to align on what they already know about a customer, market, workflow, or problem, then turn Wonder cards into interview questions, data checks, experiments, or research tasks.
Ready to run it with a group?
Use Stormz to collect cards, keep the activity visual, and facilitate the conversation live.