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














 

 


scenario: design considerations

Strengths-

  • challenges and changes participant's assumptions
  • contradicts the common paradigm of "if it's not credible, we can't (or won't) talk about it."
  • changes the game, giving a new context or framework to discussion.
  • puts participants in a frame of mind to explore various "what if's..." and consider "not-yet-credible" information.

Weaknesses-

  • provides too broad a Scan for some purposes.

Specifications for Success

  • tailor the length of the timeline to the scale of the participant's mission: it might be 5 years or it might be 200.
  • tell participants to stretch; this isn't about playing it safe. Ask them to name their prediction and turn it over the next person, without adding explanation or justification for their prediction.
  • start the exercise by giving a prediction of your own. If the predictions get too predictable, consider adding a few other wild examples of your own.
  • consider limiting each round to a specific defined category (or track on your WorkWall), if for example, you anticipate participants concentrating to much in one area (like their own organization or industry).