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Creative Thinking Remote Delivery - Course Modules

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The modules in this section provide creative exercises to help your participants understand creativity and how to nurture it.

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A Creative Space

Time:
In total we estimate this exercise will take 40 minutes.

Aims:
• To encourage participants to think about the environment they live or work in.
• To encourage participants to consider the impact the physical environment might have on creativity.
• To consider ways in which space can be made ‘creative’.

About

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To encourage participants to think about the environment they live or work in.
• To encourage participants to consider the impact the physical environment might have on creativity.
• To consider ways in which space can be made ‘creative’.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
We recommend using Jamboard for this activity, though you could, if you prefer, ask participants to collaborate on creating a PowerPoint slide that represents their shared ideas.

If using this module as an icebreaker, run the first activity/debrief only.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (optional).
• Breakout Rooms (required).

Downloads

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Trainer Notes (Word)

Counts as 1 download.

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Brainstorming (R)

Time:
In total we estimate this exercise will take 25 minutes.

Aims:
• To explain and clarify the key rules of brainstorming.

About

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.

Aims:
• To explain and clarify the key rules of brainstorming.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Junior staff or those unfamiliar with brainstorming as an idea generation technique.

You'll Need:
• Nothing other than the materials provided.

Notes:
You may come across participants who question the use of the word brainstorming, and suggest it is offensive to people who suffer epilepsy.

Our research indicates that the concern over the word brainstorming is something of an urban myth. Charities representing those who suffer from epilepsy say they have asked people suffering from epilepsy and concluded that the word brainstorming does not cause concern. Indeed, the word bears no relation to what actually happens to someone suffering epilepsy.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes

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Trainer Notes (Word)

Counts as 1 download.

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Creative Problem Solving Process (R)

Time:
In total we estimate this exercise will take 45 minutes.

Aims:
• To explore the process of creative problem solving.
• To explain the role of idea generation and other creative thinking techniques.

About

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To explore the process of creative problem solving.
• To explain the role of idea generation and other creative thinking techniques.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
This module provides an introductory overview of a creative problem solving process. Trainers' Library contains many practical modules for developing the skills required for each stage, including modules that introduce techniques for generating, exploring and evaluating ideas.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads

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Trainer Notes (Word)

Counts as 1 download.

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Creative Training Design - Remote Delivery

Time:
In total we estimate this exercise will take 35 minutes.

Aims:
• To give participants an opportunity to design an innovative icebreaker or energiser exercise that can be delivered remotely.

About

Time:
The exercise in this module can be completed in about 25 minutes. In total, allowing for discussion, we recommend allowing about 35 minutes for this module.

Aims:
• To give participants an opportunity to design an innovative icebreaker or energiser exercise that can be delivered remotely.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Anyone involved in designing or delivering training, or who soon will be.

You'll Need:
• *See note under Set Up in the Trainer’s Notes.

Notes:
This module involves designing a short training exercise. In addition to the time shown above, you’ll need to allow about 10 minutes for each team to deliver their new activity, but these do not need to be run consecutively. You might prefer to ask them to run their sessions at different points in the training, so they act as energisers.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (may be required*).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
Team Brief (Word)

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Trainer Notes (Word)

Counts as 1 download.

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Creativity - Where Are We Now? (R)

Time:
In total we estimate this exercise will take 75 minutes.

Aims:
• To encourage participants to consider existing attitudes towards creativity.
• To encourage participants to consider the culture/environment in which they work, and its impact upon creative thinking.
• To encourage participants to consider the extent to which creative thinking skills exist within their organisation.

About

Time:
The exercise in this module can be completed in about 40 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.

Aims:
• To encourage participants to consider existing attitudes towards creativity.
• To encourage participants to consider the culture/environment in which they work, and its impact upon creative thinking.
• To encourage participants to consider the extent to which creative thinking skills exist within their organisation.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
The module provides participants with an opportunity to reflect on where they think the organisation(s) they work for are in terms of encouraging and embracing creativity and innovation.

If you have any concerns about the team’s ability or willingness to share their feelings openly and honestly, distribute the handout before the training session, with a clear deadline for returning it to you. Emphasise that the results will be collated and shared anonymously.

Before the training session, collate the results and calculate the average scores.

This approach will reduce the time needed to run this module by 10 minutes.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
Handout
Handout (Word)

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Trainer Notes (Word)

Counts as 1 download.

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Evaluating Ideas - A 4-Stage Process (R)

Time:
In total we estimate this exercise will take 45 minutes.

Aims:
• To demonstrate the importance of effectively evaluating ideas and solutions.
• To introduce and test a 4-stage process for evaluation.
• To consider the importance of refining and re-evaluating ideas.

About

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To demonstrate the importance of effectively evaluating ideas and solutions.
• To introduce and test a 4-stage process for evaluation.
• To consider the importance of refining and re-evaluating ideas.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
You will need to ensure you have familiarised yourself with the 4-stage process explained in the handout, before running this module.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
Handout
Handout (Word)

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Trainer Notes (Word)

Counts as 1 download.

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Fishbone Charts - Breaking Problems Down

Time:
In total we estimate this exercise will take 60 minutes.

Aims:
• To show how Fishbone Charts can be used to analyse problems and challenges.
• To show how Fishbone Charts can help identify those contributory factors we can influence.
• To illustrate how Fishbone Charts might help in the search for solutions.

About

Time:
The exercise in this module can be completed in about 45 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.

Aims:
• To show how Fishbone Charts can be used to analyse problems and challenges.
• To show how Fishbone Charts can help identify those contributory factors we can influence.
• To illustrate how Fishbone Charts might help in the search for solutions.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
If working with participants from a single team/organisation, you could ask them to spend a little time before the training identifying a shared workplace problem they can work on together.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
Handout
PowerPoint

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Trainer Notes (Word)

Counts as 1 download.

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Forced Connections - An Idea Generation Tool (R)

Time:
In total we estimate this exercise will take 45 minutes.

Aims:
• To introduce ‘Forced Connections’ as a tool for generating unusual ideas by linking seemingly unrelated items.
• To provide participants with an opportunity to practise using the technique.

About

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To introduce ‘Forced Connections’ as a tool for generating unusual ideas by linking seemingly unrelated items.
• To provide participants with an opportunity to practise using the technique.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• To ask participants to bring a toy or random object to this session.
• The Activity Link and your PIN for the video.

Notes:
There are a number of modules that introduce different idea generation techniques. As well as this one, have a look at Reframe, Idea Box and Reversal.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (not required).

Downloads
Available to Essential
Trainer Notes
Activity Link

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Trainer Notes (Word)

Counts as 1 download.

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Getting to the Root - Creative Investigation (R)

Time:
In total we estimate this exercise will take 40 minutes.

Aims:
• To introduce one way to investigate problems.
• To provide a structured approach for identifying the causes of a problem.

About

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To introduce one way to investigate problems.
• To provide a structured approach for identifying the causes of a problem.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Anyone who wants to develop their creative problem solving skills.

You'll Need:
• Nothing other than the materials provided.

Notes:
This module considers how problems are often expressed in terms of symptoms and the importance of understanding what is causing those symptoms before taking action.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
Handout
PowerPoint

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Trainer Notes (Word)

Counts as 1 download.

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Hotel Doldrums - Part 1 - Where Are We Now? (R)

Time:
In total we estimate this exercise will take 120 minutes.

Aims:
• To build an understanding of the key steps in strategic planning.
• To encourage participants to analyse financial and other data using a SWOT analysis.
• To encourage participants to think about where their fictional case study business is now, before moving on in the next module to consider where they want it to be.

About

Time:
The exercise in this workshop can be completed in about 75 minutes. In total, allowing for discussion, we recommend allowing about 120 minutes for this workshop.

Aims:
• To build an understanding of the key steps in strategic planning.
• To encourage participants to analyse financial and other data using a SWOT analysis.
• To encourage participants to think about where their fictional case study business is now, before moving on in the next module to consider where they want it to be.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels including individuals, groups and teams that need to use strategic planning and analysis skills in the workplace.

You'll Need:
• The Activity Links and your unique PIN, which you’ll find in My Account.

Notes:
This is designed to be run as a half day workshop. There are three other workshops in the series, which cover, ‘Where do we want to be?’ and ‘How will we get there?’.

They are set in the context of the hotel industry but requires no specialist knowledge of it. When used together, they will also draw out skills relating to business planning, problem solving, influencing, team working and making presentations.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (Not required).
• Breakout Rooms (Required).

Downloads

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Trainer Notes (Word)

Counts as 1 download.

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Hotel Doldrums - Part 2 - Where Do We Want To Be? (R)

Time:
In total we estimate this exercise will take 180 minutes.

Aims:
• To give participants the opportunity to take part in a business simulation by creating a vision and generating and evaluating ideas that will help them deliver that vision.
• To identify key options that will form the basis of a strategic plan for their business.

About

Time:
The exercise in this workshop can be completed in about 120 minutes. In total, allowing for discussion, we recommend allowing about 180 minutes for this workshop.

Aims:
• To give participants the opportunity to take part in a business simulation by creating a vision and generating and evaluating ideas that will help them deliver that vision.
• To identify key options that will form the basis of a strategic plan for their business.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels including individuals, groups and teams that need to use strategic planning and analysis skills in the workplace.

You'll Need:
• The Activity Links and your unique PIN, which you’ll find in My Account.

Notes:
This is designed to be run as a half day workshop. It is the second in a series of four. Having identified where they are now, participants reflect on where they want to be, creating a vision/strategic plan for the future.

The workshops are set in the context of the hotel industry but requires no specialist knowledge of it. When used together, they will draw out skills relating to business planning, problem solving, influencing, team working and making presentations.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (Not required).
• Breakout Rooms (Required).

Label

Hotel Doldrums - Part 4 - Applying the Learning (R)

Time:
In total we estimate this exercise will take 120 minutes.

Aims:
• To review the learning from the previous three Hotel Doldrums modules.
• To identify how to apply the learning to the workplace.
• To create an action plan for implementing the learning.

About

Time:
The exercise in this workshop can be completed in about 55 minutes. In total, allowing for discussion, we recommend allowing about 120 minutes for this workshop.

Aims:
• To review the learning from the previous three Hotel Doldrums modules.
• To identify how to apply the learning to the workplace.
• To create an action plan for implementing the learning.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels including individuals, groups and teams that need to use strategic planning and analysis skills in the workplace.

You'll Need:
• The Jamboard used by participants to record key learning points.

Notes:
This is designed to be run as a half day workshop. It is the final one of a series of four and is not designed to be used in isolation of the others. It provides participants with a structured way to review the learning from the previous modules and think about how and when they will apply this learning in their workplace.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (Not required).
• Breakout Rooms (Required).

Downloads
Available to Essential
Trainer Notes
Handout
Handout (Word)

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Trainer Notes (Word)

Counts as 1 download.

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Idea Box - An Idea Generation Technique (R)

Time:
In total we estimate this exercise will take 40 minutes.

Aims:
• To introduce ‘Idea Box’ as an idea generation technique.
• To provide participants with an opportunity to practise using the technique.

About

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To introduce ‘Idea Box’ as an idea generation technique.
• To provide participants with an opportunity to practise using the technique.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• The PowerPoint slide, open and ready to share with participants.

Notes:
There are several modules that introduce different idea generation techniques. As well as this one, have a look at Forced Connections, Reframe and Reversal.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (Not required).
• Breakout Rooms (Required).

Downloads

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Trainer Notes (Word)

Counts as 1 download.

Login or Register to Download.

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Island of Opportunity - A Test of Negotiation Skills (R)

Time:
In total we estimate this exercise will take 90 minutes.

Aims:
• To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening.
• To show the importance of separating people and personalities from the problems.
• To show the value of a shared problem/creative solution finding approach to negotiation.
• To provide an opportunity to practise negotiation, teamwork and problem solving skills.

About

Time:
This game can be played in about 60 minutes. In total, allowing for discussion and evaluation, we recommend allowing 90 minutes.

Aims:
• To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening.
• To show the importance of separating people and personalities from the problems.
• To show the value of a shared problem/creative solution finding approach to negotiation.
• To provide an opportunity to practise negotiation, teamwork and problem solving skills.

Skills and Behaviours Tested:
Negotiation skills, communication, leadership, teamwork and collaboration, and problem solving.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels who are involved in negotiating, but managers in particular.

You'll Need:
• Nothing other than the materials provided, but you might want to consider pre-assigning participants to their tribe and providing tribe members with their team brief and the island map in advance of the training session.

Notes:
It’s best to run this exercise module without too much explanation. This exercise has many different potential solutions – the learning comes from the experience of trying to find one that all parties can agree to.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

Label

The Brainstorm Bench (R)

Time:
In total we estimate this exercise will take 70 minutes.

Aims:
• To generate ideas for improving customer service, a process, department, business…any aspect of a business or organisation.
• To encourage participants to think about a problem or challenge from different and sometimes unusual perspectives.

About

Time:
The exercise in this module can be completed in about 35 minutes. In total, allowing for discussion, we recommend allowing about 70 minutes for this module.

Aims:
• To generate ideas for improving customer service, a process, department, business…any aspect of a business or organisation.
• To encourage participants to think about a problem or challenge from different and sometimes unusual perspectives.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Anyone who wants to generate ideas for continuous improvement.

You'll Need:
• To select the questions that will be in play and create a blank Jamboard before running this activity. (There is a Trainer Handout to help you if you are unfamiliar with Jamboard.)

Notes:
Although the brainstorm/discussion activity and discussion can be completed in 40 minutes, we strongly recommend adding the action planning activity outlined at the end of the module, which adds a further 30 minutes, unless this is incorporated elsewhere in your training.

We’ve included some wacky questions in the set of Brainstorm Bench cards. These have blue text to make them easier to identify, so you can decide if you’d like to include them.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads

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Trainer Notes (Word)

Counts as 1 download.

Login or Register to Download.

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The E-Card Factory - Balancing Business with Values

Time:
In total we estimate this exercise will take 75 minutes.

Aims:
• To encourage participants to think about whether staff are engaged with the values of the organisation they work for.
• To reflect on how shared values and a Balanced Business Scorecard approach can build employee engagement.
• To demonstrate how values can drive innovation and performance.

About

Time:
The exercise in this module can be completed in about 35 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.

Aims:
• To encourage participants to think about whether staff are engaged with the values of the organisation they work for.
• To reflect on how shared values and a Balanced Business Scorecard approach can build employee engagement.
• To demonstrate how values can drive innovation and performance.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
All staff, but particularly those with managerial responsibility.

You'll Need:
• Staff will need access to PowerPoint or a similar application and have the basic skills required to use it.

Notes:
You can use the five values we’ve suggested for the exercise, or you can use your own organisation’s vision and values. However, we strongly recommend limiting the number of values used in this exercise to 6 or fewer. If the organisation you’re working with doesn’t have a concise set of values, you could use an exercise like ‘Feelings Cards’ to generate discussion and identify some core values for the future.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Downloads
Available to Essential
Trainer Notes
E-Card Template
PowerPoint

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Trainer Notes (Word)

Counts as 1 download.

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Trouble at the Inn - Managing Poor Performance (R)

Time:
In total we estimate this exercise will take 90 minutes.

Aims:
• To encourage participants to consider different approaches to improving poor performance, and the relative merits of those different approaches.
• To encourage participants to think about appropriate timescales over which they might expect to improve performance and standards.
• To consider the implications of not taking action to improve poor performance.

About

Time:
The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 90-120 minutes for this module (see notes).

Aims:
• To encourage participants to consider different approaches to improving poor performance, and the relative merits of those different approaches.
• To encourage participants to think about appropriate timescales over which they might expect to improve performance and standards.
• To consider the implications of not taking action to improve poor performance.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Managers, or those who soon will be.

You'll Need:
To decide how to run this module. You can:
• Set the assignment as a pre-training task to be completed by each team or individual. (We’ve provided suggested wording to use in an email to brief team members/individuals on their task.)
• Run the whole session in real time with a break between the activity and debrief.

Notes:
There are two different versions of the team brief for this exercise.

For junior managers we recommend using version 1, which contains a list of actions that the managers could consider when dealing with the issues of poor performance.

For more experienced managers, we recommend using version 2, which does not provide any clues about the type of action they could take and encourages them to come up with their own solutions.

This module is ideally suited for inclusion in training around managing change.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

Downloads

+ more for Pro
Trainer Notes (Word)

Counts as 1 download.

Login or Register to Download.

Label

Wide Angle Lens - Enabling Creative Solutions (R)

Time:
In total we estimate this exercise will take 60 minutes.

Aims:
• To reflect on the idea that the way we phrase problems can impact our ability to find creative solutions to them.
• To demonstrate a way to change and broaden our perspective on problems to enable creative solution finding.

About

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.

Aims:
• To reflect on the idea that the way we phrase problems can impact our ability to find creative solutions to them.
• To demonstrate a way to change and broaden our perspective on problems to enable creative solution finding.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Anyone involved in problem solving and solution finding.

You'll Need:
• Nothing other than the materials provided.

Notes:
This module introduces a powerful tool that can help the creative problem-solving process. It is best introduced before idea generation techniques like Reversal, Forced Connections etc.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Polls/Quizzes (not required).
• Breakout Rooms (required).

Label

Working in Remote Teams (R)

Time:
In total we estimate this exercise will take 30 minutes.

Aims:
• To identify key things required for remote teams to work successfully together.

About

Time:
The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.

Aims:
• To identify key things required for remote teams to work successfully together.

Group Size:
This module can be used with individuals as well as groups of up to 12 participants.

Useful For:
Those who currently work in Remote Teams. It is also particularly well suited to those that are about to start working remotely. It is best run with complete teams, but you could also run it with those responsible for managing a Remote Team.

Notes:
This is a useful icebreaker/introduction to remote working for those who haven’t worked in remote teams before, or for those who want to strengthen their remote teams.

You might wish to follow this module up with Remote Rules.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms.

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