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














 

 


metaphors: objective
  • to broaden thinking around a topic
  • to promote creativity and discovery by "making the familiar strange" (synetics)
  • in some cases, to subtly introduce new strategies and options
  • Can be used to introduce systems thinking
  • Promotes a sense of play and discovery, while often allowing participants to address real issues without becoming bogged down in "what's so" at present.