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














 

 


legends: description

This is an exercise in "coming from the future" and solving a problem by assuming a successful result. Participants are asked to project themselves 10 years into the future, and, looking back, tell how the group's mission was accomplished, despite all obstacles. Each DesignTeam is encouraged to think of their presentation in terms of myth--not myth as falsehood or lack of clear understanding of the truth, but myth in terms of the cultural values and organizational learnings that are passed from one generation to another through the rite of storytelling. Thus, participants are encouraged to describe the heroes and heroines, the dragons slain, the riddles solved, the acts of cleverness or resourcefulness or daring that led to the successful outcome.

Sometimes the scene is set for the participants' presentation: they are to be part of an award dinner or retirement part or 10-year reunion of the team that made it happen. This is a fun exercise that usually elicits a lot of creativity.