facilitation manual

modules/assignments
explore a series of assignments that give a theme and direction to each module of your event.

ANDmap
author to author
best case/worst case
complex system experience
dialogue
inovator's game
inventions
legends
living systems
metaphors
mind map
model building
quaker conversation
scenario timeline
sytopical reading
take-a-panel/share-a-panel/synthesis
terms of art
weak signal research
why it won't work
win as much as you can














 

 


inventions: design considerations
Strengths-
  • invariably, this experience gets participants engaged and excited
  • it's fun and revealing
  • whether each invention works or doesn't, the experience is valuable, and provides insights to how people in an organization work together.

Weaknesses-

  • it takes a large block of time
  • it's not appropriate unless the group can afford the time to look at their own process.

Specifications for Success-

  • be confident that the process is valuable, regardless of the success or failure of individual inventions. (We often learn more from the "failures" than the successes; both are valued).
  • after the demonstrations and presentations, give the teams a few words of validation, then send them home to sleep on it Don't engage the group in assessing the experience until the next day.
  • increase the debriefing time of the results of the inventions went extremely well (breakthrough) or extremely poor.
  • adjust the assignments also; for example, it went well, ask for the two or three most important insights; if so-so or poorly, ask for the most important rule or lesson learned.