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: objective
To have participants work hands-on--to act rather than just think about something. To have fun. To provide the accelerated feedback of taking an idea full cycle in a short period of time. To reveal the dynamics of team creativity. To observe different problem solving styles.