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: timing
"The Experience of Invention" can be a stand alone evening workshop, or used during the Scan phase of an event. When used in an event, demonstration of the inventions is usually the last activity of the first day; participants sleep on it and debrief their experience at the start of the following day. The time required is typically as follows: to build the inventions and marketing materials: 2 to 3 hours; demonstration: 3/4 to 1-1/4 hour; debriefing: about 1-1/2 hours.