A Creative Environment |
60
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Time: The exercise in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 60 minutes to complete 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 is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • Cardboard boxes, coloured card, marker pens. See notes.
Notes: You will need to provide teams with materials with which to create a model of their ideal office for this exercise. The materials you provide each team should include, but need not be limited to: • A cardboard box for each team (an old crisp box or similar is ideal). • Coloured marker pens. • Coloured paper or card. • Scissors. • Glue. • Sticky tape. In addition to these basic requirements, consider adding any other materials that might help the teams build imaginative models - for example: Modelling clay, string, tissue paper etc.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Brainstorming |
25
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Time: The exercise in this module will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 25 minutes to complete this module.
Aims: • To explain the key rules of brainstorming.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Junior staff or those unfamiliar with brainstorming as an idea generation technique.
You'll Need: • Flipchart paper and coloured marker pens for every team.
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: There is a Remote Delivery version of this module available in Trainers’ Library.
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Bridge Challenge - Maintaining Momentum |
45
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This exercise works really well within the engineering sector. Engineers love having the chance to build something and even their colleagues in support functions are accustomed to working with colleagues to troubleshoot issues. Dividing the group into as many teams as possible, (even teams of 2 work well), creates a great sense of competition. Although it is a fun exercise, when working with senior teams, it does underline the challenges in maintaining momentum when introducing large or long term change.
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Paula
rated this item with 5 stars.
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I used this exercise with a group of junior managers in our business to help focus on their team work skills and learn more about their leadership style. I love the interactivity of this activity as it focused on the behaviours of the individual. The feedback session was very good, the team were able to be very honest and constructive which proved to be very effective.
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Jennifer
rated this item with 5 stars.
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I used this exercise with a group of 15 managers with the view to encouraging the group to think outside the box and also to bring some fun into how they interact with eachother. It proved to be very effective as it also challenges the teams to provide feedback on the appointed team leaders. We replaced the car with a golf ball. The fact that the bridge had to allow for a team member to pass underneath created a fun atmosphere but it was interesting to see the competitiveness between both teams
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Previous
rated this item with 5 stars.
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Bridge Challenge - Maintaining Momentum |
Time: The exercise in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete this module. Aims: • To consider the importance of momentum when innovating. • To look at what builds momentum behind a project or idea, and what saps energy from a project or idea. Group Size: This module is suitable for use with groups of any size. Useful For: Managers.
You'll Need: For this exercise you'll need to be able to split your participants into 2 teams, each with a different room to work in. You'll also need to gather a set of 'building materials' for each team. Typically, we provide each team with the following: • 20 'pick-up' sticks. • 3 pairs of scissors. • 4 rulers. • 6 sheets of A3 card (or 12 sheets of A4 card). • A ball of string. • A roll of sticky tape. You can vary the materials you provide in any way you wish - the important thing is that each team must have exactly the same materials to work with (including the same number of pairs of scissors etc). You'll also need a toy car for each team (each should be the same size and weight). Choose a car that is 'Dinky' sized, rather than 'Matchbox' sized. (More mature UK readers will know what we mean!) For those of you who don't, we mean a car that is not too small - aim for something about six or seven inches long and weighing about 1lb (500 gram). We want this exercise to be challenging. Notes: For very large groups (20 or more participants) you’ll need more than 2 teams. Establish a number of small teams with 4 or 5 participants in them, and some very large teams with perhaps a dozen participants in them.
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Changing Partners - Feelings Towards Change |
35
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This is an excellent exercise which allows participants to quickly identify their feelings towards change, how these are impacted by the limited information / unrealistic expectations and to then link these feelings towards a wider discussion about Change Management. It's a quick fun exercise, very easy to run and debrief on it's on as an intro to Change Management, or can be used to introduce a longer module. The times I've used it, it's always had a great result with delegates and raised the energy in the room as well.
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Debbie
rated this item with 5 stars.
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Excellent activity. I have used this many times in different team building events for different reasons. With one team I used this activity to explain why employees become disengaged when changes happen in the workplace. However, it was a valuable lesson for the manager to also realise how staff feel when more and more changes are put upon them.
In a different team, this activity was also used in a fun way with no underlying message. It was undertaken with enthusiasm and enjoyment, and most attendees had their own epiphany in understanding that they are capable of so much more, even when they think they have exhausted the challenge.
All-in-all it is one of those activities I fall back on time after time.
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Tracy
rated this item with 5 stars.
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Changing Partners - Feelings Towards Change |
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 35 minutes for this module.
Aims: • To recognise the impact of imposed change on people. • To remind participants how easy it is for progress to be lost and for things to slip back to the way they were before.
Group Size: This module can be used with groups of almost any size.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: You may want to read the article ‘When Change Really Hurts’ by Sheila Williams, which is available in Trainers’ Library. This provides background information about the change curve, which you may want to reference in your discussion.
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Creative Design |
45
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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 give participants an opportunity to design an innovative icebreaker or energiser exercise.
Group Size: This module can be used with groups of up to 15 participants.
Useful For: Anyone involved in designing or delivering training, or who soon will be.
You'll Need: • A kitbag of materials that your participants can use for their exercise. It is recommended that you have one kitbag for every 3 participants.
Notes: This module involves participants, working in small teams, designing and then facilitating 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. Indeed, you might prefer to intersperse the delivery element with your own training sessions throughout the day, so that they act as energisers.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library called Creative Training Design - Remote Delivery .
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Creative Problem Solving Process |
45
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Creative Problem Solving Process |
Time: The exercise in this module will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete 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 is suitable for use with groups of up to 25 participants.
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: There is a Remote Delivery version of this module available in Trainers’ Library.
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Creative Thinking - Perceptions |
45
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Creative Thinking - Perceptions |
Time: The exercises in this module will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete this module.
Aims: • To explore personal experiences of applying creativity. • To introduce some of the barriers to creativity. • To gain an understanding of how creative participants currently feel. • To examine typical responses to creative behaviour.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • A piece of string that is approximately 4 metres in length. • Post it notes. • A large piece of paper or whiteboard.
Notes: For this module you will need to prepare a timeline. This is simply a line on a long piece of paper (perhaps several pieces of flipchart paper stuck together) or a whiteboard, with ages spread evenly along it.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Creativity - Where Are We Now? |
75
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Creativity - Where Are We Now? |
Time: The exercise in this module will take about 40 minutes to complete. In total, allowing for discussion, we recommend allowing 75 minutes to complete 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 is suitable for use with groups of any size.
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. The questionnaire is not scientific, and the results will only reflect participants’ current perceptions of the organisation they work in, which might be very different to those of other people. The questionnaire can be sent to participants for completion prior to the training or completed during the training itself. If you decide to give the questionnaire to participants during the training, it is probably best to do this early on, as an introductory session. 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: There is a Remote Delivery version of this module available in Trainers’ Library.
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Defining Creativity |
50
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Time: The exercises in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 50 minutes to complete this module.
Aims: • To expose any preconceived ideas about what creativity is. • To explore stereotypes relating to creativity. • To provide a clear definition of creativity that removes the mysticism associated with the word. • To consider the relationship between creativity and innovation (optional - this element is also covered in creative thinking - creative problem solving process).
Group Size: This module is suitable for use with groups of up to 15 participants.
Useful For: Staff at all levels.
You'll Need: • Enough space for 3 teams to be able to work without being overheard.
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Fishbone Chart - Problem Solving |
60
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I love using this with teams and have used it most recently to brainstorm ideas for income generation. I sometimes split the bones into categories e.g. people, process, environment, resources, leadership, technology etc. for staff to think about different areas. Always get positive feedback when using this exercise.
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Roxanne
rated this item with 5 stars.
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Fishbone Chart - Problem Solving |
Time: The exercises in this module will take about 45 minutes to complete. In total, allowing for discussion, we recommend allowing 60 minutes to complete this module.
Aims: • To show participants how to break problems down. • To give participants an opportunity to practise using a Fishbone Chart.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • Post-it notes and flipchart paper.
Notes: We suggest that before attending this training module, you ask participants to identify a workplace problem that they need to address. If participants work together you can encourage them to identify an issue they can work on together in the training. You should pre-prepare a flipchart with the ‘bones’ of a Fishbone Chart for use in the first part of the module.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Forced Connections - An Idea Generation Tool |
45
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I used this exercise in my First Line Management training as an alternative to De Bono’s Provocative Operation. Both work extremely well but it is useful to have an alternative when participants are going back to the office and talking about what they did on the course.
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Previous
rated this item with 4 stars.
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Forced Connections - An Idea Generation Tool |
Time: The exercise in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete 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 is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • A bag or other container containing a selection of small toys or other random objects. Try to make the selection as varied as possible. • The Activity Link and your PIN, and an internet connection to stream the video.
Notes: If you do not have an internet connection in your training room, we have included a handout containing a worked example of the technique covered by this module. 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. We strongly recommend introducing several different idea generation techniques in any creative thinking or problem solving course/workshop.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Getting to the Root - Creative Investigation |
30
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Getting to the Root - Creative Investigation |
Time: The exercises in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 30 minutes to complete 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 is suitable for use with groups of up to 15 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: This module considers how problems are often expressed as symptoms and the importance of understanding what is causing those symptoms before taking action.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Idea Box - Idea Generation |
40
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Idea Box - Idea Generation |
Time: The exercises in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes to complete 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 is suitable for use with groups of up to 25 participants. Useful For: Staff at all levels. You'll Need: • Breakout rooms or separate work areas. 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: There is a Remote Delivery version of this module available in Trainers’ Library.
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Interview Skills 1 - It’s a Puzzle |
40
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Interview Skills 1 - It’s a Puzzle |
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 assist job applicants in recognising the different types of interview.
Group Size: This module can be used with groups of any size.
Useful For: Staff at all levels especially those returning to work after a career break, or job seekers. This module may also be used as a framework for 1:1 coaching sessions.
You'll Need: Nothing other than the materials provided.
Notes: This is the first module in the series Interview Skills. It may also be used as a stand-alone session.
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Making the Impossible Possible - A Brainstorming Technique |
30
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Making the Impossible Possible - A Brainstorming Technique |
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.
Aims: • Introduce participants to a new approach to brainstorming. • Demonstrate the importance of looking for solutions to problems.
Group Size: This module can be used with groups of almost any size.
Useful For: Staff at all levels.
You'll Need: • Nothing other than the materials provided.
Notes: During this exercise participants will be solving a problem. We have provided some suggested topics but, where appropriate, we recommend using a real issue that your participants need to address. For example, this exercise was used with a government’s Transport Department. The participants (from junior to senior members of staff) used this technique to identify how to tackle the congested roads in their biggest city.
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One Hump Or Two? - An Introduction to Continuous Improvement |
50
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I have used this activity a couple of times to embed change management/continuous improvement and management principles. it has always been well received and staff have thoroughly enjoyed it. it allows staff to learn principles whilst having fun.
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Donna
rated this item with 5 stars.
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I have use this activity a couple of times. Once I used with 40 people. We had 8 camels racing in 2 heats and then a grand final. As well as being fun and creative it made the point of continuous improvement. Also I adapted it to use on a team building event at a racecourse. One hump or two became one carrot or two. I had delegates race their horses passed the finish post at Plumpton Race Course.
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Previous
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One Hump Or Two? - An Introduction to Continuous Improvement |
Time: The exercises in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 50 minutes to complete this module. Aims: • To provide a basic understanding of continuous improvement as a process and management tool. • To place continuous improvement in context through a participatory exercise. Group Size: This module is suitable for use with groups of up to 25 participants. Useful For: Staff at all levels. You'll Need: • Old newspapers and sticky tape - see notes. Notes: You will need a large pile of old newspapers and some reels of sticky tape for this exercise. You will also need to have made one "standard design" camel from folding or scrunching newspaper and using sticky tape. This camel should have discernible legs, a head and a hump; but does not have to be a work of art! The participants need to be able to roughly copy it (note - the exercise is about improving upon the original). Finally you need to make a baton from newspaper, which will be used to bat the camel along in the camel races. You will also require space to set up a track - this can usually be achieved by safely moving tables and chairs to the sides of the room. You may wish to have a supply of small prizes available for the camel race winners.
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Pareto Analysis - Problem Solving |
30
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Pareto Analysis - Problem Solving |
Time: The exercise in this module will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 30 minutes to complete this module.
Aims: • To show how Pareto can be applied to problem solving. • To illustrate the importance of focusing problem solving activities on the right things.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
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Problem Solving Process |
240
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Problem solving process is a great toolkit to use. I have used this many times. The layout of the general problem solving template works really well plus the trainers notes are very thorough. What is exceptioanlly good is that you can build /add on extra material as you see fit, i.e. comments such as see handout on Fishbone chart etc. It flows really well and essentially is a great ready to go toolkit/ lesson plan for trainers.
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Previous
rated this item with 5 stars.
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Time: The exercises in this module will take about 180 minutes to complete. In total, allowing for discussion, we recommend allowing 240 minutes to complete this module.
Aims: • To introduce a structured process for problem solving. • To provide an opportunity for participants to apply this process to a real work-related problem.
Group Size: This module is suitable for use with groups of up to 15 participants.
Useful For: Staff at all levels and managers in particular.
You'll Need: Nothing other than the materials provided.
Notes: This module is intended to provide an overview of a problem solving process as well as provide a way of formalising and monitoring the completion of each stage. You might wish to use this as the foundation for a problem solving course and intersperse each step in the practical exercise with other modules that provide tools and techniques that can be used during the process. Alternatively, you might prefer to use this module as the basis of a detailed practical exercise after participants have learnt various techniques for use at each stage. For ideas on applicable tools and techniques, have a look at modules under the Creative Thinking, Problem Solving and Decision Making categories within Trainers' Library.
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Productive Thinking |
60
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Time: The exercises in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 60 minutes to complete this module.
Aims: • To explain the difference between reproductive and productive thinking. • To explain the dangers of relying on reproductive thinking when solving problems. • To provide an opportunity for participants to practise productive thinking. • To get participants in the right mindset for productive idea generation.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing, other than the materials provided.
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Reframe - Idea Generation |
45
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Reframe - Idea Generation |
Time: The exercises in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete this module.
Aims: • To introduce 'Reframe' as an idea generation technique. • To provide participants with an opportunity to practise using the technique.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: Refer to the handout for a worked example of the technique covered by this module. This is a very powerful tool but a bit more difficult to use effectively than Reversal. We suggest using reversal first if groups aren’t familiar with idea generation techniques. We strongly recommend introducing several different idea generation techniques in any creative thinking or problem solving course/workshop.
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Releasing the Creative 'BIRD' |
45
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Releasing the Creative 'BIRD' |
Time: This exercise will take about 25 minutes to complete. In total, allowing for discussion, we recommend allowing 45 minutes to complete this module.
Aims: • To consider the behaviours adopted by creative people. • To encourage participants to consider their own use of these behaviours.
Group Size: This module is suitable for use with groups of almost any size.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: The exercise used in this module is designed to provoke thought about the extent to which participants adopt the behaviours of bravery, inquisitiveness, receptiveness and drive in their business and personal lives. It is not intended as a ‘test’ of creativity. It can however, help individuals identify some of their personal barriers to creativity.
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Reversal - Idea Generation |
40
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Reversal – I had not come across this problem solving technique before but decided to introduce it to the group as an additional problem solving technique. At first they were a bit confused but once I had explained the example we used the problems in the notes and were able to think of new solutions. It made them think about things in another way.
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Previous
rated this item with 4 stars.
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Reversal - Idea Generation |
Time: The exercises in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes to complete this module.
Aims: • To introduce 'Reversal' as an idea generation technique. • To provide participants with an opportunity to practise using the technique.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: Refer to the handout for a worked example of the technique covered by this module. This tends to be one of the first idea generation techniques we introduce, as it is very easy to teach and participants tend to be very receptive to it. We strongly recommend that you follow it up with some more techniques for idea generation. Options include Forced Connections, Reframe and Idea Box.
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Something in Common |
30
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I used this module as part of a coffee break, after we had discussed Representational Systems. It was a great way to build on the benefits of matching language with more work on relationships and how this can be achieved relatively easily within a conversation. It prompted some excellent discussions and once again highlighted the benefit of building rapport. Again a very simple idea that can be adapted for many different types of workshops.
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Previous
rated this item with 5 stars.
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Time: The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.
Aims: • To encourage participants to find things they have in common. • To consider the impact on relationships of finding common ground.
Group Size: This module can be used with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: This exercise can be used as an icebreaker, and can provide a particularly powerful introduction to sales or negotiation skills courses. It can also be used on equal opportunities and diversity programmes, where it can be used to highlight a potential barrier to equal opportunities. It can even be used to highlight one barrier to creativity and innovation within organisations. This is a great exercise for building rapport between participants and is particularly useful with a group that do not know each other very well.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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The Brainstorm Bench |
70
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I used this exercise at the end of a days workshop on Performance Management and the organisation, with a group of international delegates who were looking to modernise their performance management systems. I found it worked really well, particularly at the end of a fairly intense day, as it got them thinking more broadly about what they could put into action when they got back to work, rather than getting stuck on the first ideas that had come to mind. It also helped to see where the synergies between different departments were, which promoted a more cross team approach. Will definitely use again.
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Louise
rated this item with 5 stars.
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Time: The exercise in this module can be completed in about 40 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 from different angles.
Group Size: This module can be used with groups of almost any size.
Useful For: Anyone who wants to generate ideas for continuous improvement.
You'll Need: • A set of ‘Brainstorm Bench’ cards.
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 are in blue to make them easier to identify, so you can decide if you’d like to include them.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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The Card Factory - Using Vision and Values |
90
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I used this as part of an induction program when participants were joining an organisation with a real passion for their values.
It was a good way to introduce the concept of values and why they matter. It enabled us to have an honest and open debate about what people really thought about values and was a creative way to tackle some quite interesting viewpoints in an open and constructive way.
Although the trainer notes say it is aimed at managers, I would say more junior members of staff would get value from it too (& possibly more so)
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Frances
rated this item with 4 stars.
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The Card Factory - Using Vision and Values |
Time: This exercise will take about 60 minutes to complete. In total, allowing for discussion, we recommend allowing 90 minutes to complete this module.
Aims: • To encourage participants to think about the extent to which staff feel engaged with the organisation they work for. • To consider who staff feel is responsible for business performance. • To think about how vision and values are used within the organisation. • To demonstrate how values can be ingrained in the organisation. • To consider the benefits of an organisation where staff feel engaged and responsible for the business outcomes.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Managers.
You'll Need: For this exercise you will need a good quantity of greeting card making materials. For example: Glue, Double sided tape or pads, Scissors, Card of various colours and textures, ribbon of various colours and gold/silver markers. You'll need enough materials for each team of 4-6 participants to make one 'template' card and one 'team' card of their own design.
Notes: This exercise was first used at the 2008 Trainers' Library Conference and has been designed around the five 'passions' that underpin our business. It's an unusually personal module that we've used to share some of the key principles and approaches that we believe have been key to the success of Glasstap. It's been added to Trainers' Library in response to requests from participants who attended the conference. You can use the five values we’ve suggested for the exercise to great effect, but the exercise can be easily adapted to 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 your organisation doesn’t have a clear set of values or principles, you could use an exercise like ‘Feelings Cards’ to generate discussion around people’s values and to identify some possible organisational values for the future.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library called The E-Card Factory - Balancing Business with Values .
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Thinking Outside the Box - Demonstrating Agile Thinking |
60
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Thinking Outside the Box - Demonstrating Agile Thinking |
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 see how creatively participants are able to address a simple challenge. • Understand the importance of ‘thinking outside the box’ to achieve even better results.
Group Size: This module can be used with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • An empty box for each team. • Building materials such as pipe cleaners, newspaper, paper clips, lollypop sticks, string, glue dots, paper straws and dried spaghetti. • 1 golf ball or hard-boiled egg per team, with an additional 6 to use for testing the bridges. • A separate room for each team. (If that is not possible, we encourage you to look for ways for the teams to shield their activities from the other participants.) • Post-it notes. • Flipchart paper and pens. • Several small prizes for the winning teams (optional).
Notes: You will need to prepare a box for each team containing an identical selection of the building materials of your choice. Each team will also need at least one golf ball or egg.
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Understanding Decisions |
40
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Time: The exercise in this module will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes to complete this module. Aims: • To help participants understand the nature of decisions in relation to problem solving. Group Size: This module is suitable for use with groups of up to 15 participants. Useful For: Staff at all levels. You'll Need: Nothing other than the materials provided. Notes: A simple flipchart exercise that encourages participants to think about the nature of decision making. This is a useful introductory module on the subject of decision making.
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Where Did You Get That Hat? - An Exercise in Creativity |
40
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I regularly run leadership and management training sessions on various customers’ service topics and specifically providing quality to customers. This activity has turned what can sometimes be a dry subject, into fun, interactive and thought provoking training. With some really clear, and sometimes amazing learning points. It does need two people to facilitate effectively. It is essential for one facilitator to make plenty of notes on the team behaviour, but well worth the effort as the energy levels are so high during the activity – It is great to watch. Another great trainer’s library activity that can explore so many issues…
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Gary
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Where Did You Get That Hat? - An Exercise in Creativity |
Time: The exercise in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes to complete this module. Aims: • To introduce participants to each other in a fun manner. • To demonstrate how creative ideas can be generated – even in a short space of time. • To get teams and participants to share resources and work appropriately within a given time limit. Group Size: This module is suitable for use with groups of any size. Useful For: Staff at all levels. You'll Need: To run this exercise you will need to provide a box of resources. These can easily be collected and used again and again. Try to add things to the box that are unusual. The basic resources we suggest are: - Varied topic magazines/colour supplements, sticky tape, scissors, newspapers, ribbon, coloured card, feathers, balloons, scraps of material, coloured markers or felt tip pens. You might also choose to award a few small prizes such as sweets, fruit etc. Notes: This fun activity is suitable for very large audiences as well as smaller groups. The activity is designed to get people working in teams, sharing resources and ideas and working against the clock. It is meant to be a fast and FUN exercise. The exercise also works well if the participants are staying overnight on a residential course when, as an alternative to a conventional icebreaker, you can use this exercise last thing in the day. Ask all the participants to turn up for dinner wearing their hats – prizes can be awarded over dinner. We've included some suggested competition categories in the handout but you may wish to add others (particularly if working with a very large group). The handout refers to a 50 pence spending limit. Customers from outside the UK may wish to change this by downloading and amending the Word version of the handout.
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Whole Brain Thinking |
55
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Time: The exercises in this module will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 55 minutes to complete this module.
Aims: • To provide an explanation of left/right brain thinking. • To explain the importance of 'whole brain thinking'. • To explain how our development and education may have affected the way we think.
Group Size: This module is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: Nothing other than the materials provided.
Notes: This module is based on the work of Roger Sperry and Robert Ornstein who developed the theory of left brain/right brain thinking. Some now feel that the model is flawed and certainly we represent a very simple overview of the idea that different parts of the brain control different types of thinking. (We now know for instance that it's not just about left or right brain but about which part of the brain is used too - cerebal, limbic etc.) However, this exercise still has merit as a way of showing the importance of all types of thinking to creativity and innovation and that it's not just about being 'wacky'.
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Wide Angle Lens - Enabling Creative Solutions |
60
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A review has not been posted for this item. If you are a member of Glasstap you can submit one using the contact us screen. |
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Wide Angle Lens - Enabling Creative Solutions |
Time: The exercises in this module will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 60 minutes to complete 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 is suitable for use with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • Breakout rooms or work areas separate to the main training room.
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. (Previously called Magnifying the Problem, the module has been updated.)
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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