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: sample assignment

sample assignment

Usually each team assignment includes:

The Experience of Invention

Design a marketing presentation to sell this invention to some markets.

Assignment Part 1: to be given verbally:

"In this exercise, you are to design, build and market an invention--the specifics of which you will receive soon. The tub of items in the center of the room represents the world economy. Your first task is for each person to select five items each which you will use to construct your invention."

Assignment Part 2: to be printed and distributed

each team will receive an assignment like one of these along with the rules below

Invent a timing device that measure three minutes, then moves a one pound mass horizontally one foot.

Invent a timing device that measures 1-1/2 minutes, gives a warning sound, then times another 30 seconds, then moves a one pound mass horizontally exactly one foot.

Invent a game that teaches the scientific Theory of Relativity. This game will need to be played by at least three people. Develop the directions so that players can play the game without asking questions of you. You will not be able to communicate with the players while they are playing.

Invent a clock that signals two 90 second intervals and then drops an egg at least five feet into a pan or container--without breaking the egg.

Invent a vehicle that moves on its own momentum (from the start, i.e., without dropping or pushing) at least twenty feet, making a continuous noise as it travels, and then triggers a large event of some kind at its stopping point.

Invent a vehicle measuring at least two feet by three feet that moves on its own momentum at least two feet and then triggers something else that you have made to move exactly five feet.

Invent a vehicle that will travel twenty feet across the room under its own power, stop, turn 90 degrees and then travel itself or propel some object at least another four feet.

Invent a vehicle that will travel twenty feet across the room under its own power, making a continuous sound as it travels, then triggers a timing device that measures 90 seconds and then makes a loud sound.

Here are the rules for this process.

  • You have until "this time" to complete your work. At that time you will demonstrate your invention in the main room or hallway, and make a brief marketing presentation to persuade your audience to buy your invention.
  • Each team can trade in four items (one-for-one) to the "world economy" (the tub of items not yet selected). Subsequently, each team can make unlimited trades one-for-three (for every one item you get from the pile, you have to put in three).
  • You can barter with other team, without limit.
  • You can use up to three items from the environment (this building) provided you return them undamaged after your demonstration. For example, if you attach your invention to a door or ceiling fixture, this counts as one item from the environment.
  • You can use the tools whenever needed. You can create new tools and share them with other teams at any point during this exercise.