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A Creative Environment 60 show/hide reviews
A Creative Environment

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 show/hide reviews
Brainstorming

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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
Creative Design

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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
Defining Creativity

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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
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 - Creative Idea Development 50 show/hide reviews
Making the Impossible Possible - Creative Idea Development

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.

Aims:
• To encourage participants to try creating innovative solutions from seemingly wacky ideas.
• To illustrate how the craziest ideas can contain the germ of brilliance.

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.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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One Hump Or Two? - An Introduction to Continuous Improvement 50 show/hide reviews
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 show/hide reviews
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 show/hide reviews
Problem Solving Process

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 for Creative Solutions 60 show/hide reviews
Productive Thinking for 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 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.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Reframe - Idea Generation 45 show/hide reviews
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.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Releasing the Creative 'BIRD' 45 show/hide reviews
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.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Reversal - An Idea Generation Technique 45 show/hide reviews
Reversal - An Idea Generation Technique

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 ‘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:
• To pre-prepare a flipchart, one sheet for each of the two example problems provided, using the same layout as shown in the handout.

Notes:
When preparing your flipcharts 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.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Something in Common 30 show/hide reviews
Something in Common

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 show/hide reviews
The Brainstorm Bench

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 show/hide reviews
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 show/hide reviews
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 show/hide reviews
Understanding Decisions

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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Whole Brain Thinking 55 show/hide reviews
Whole Brain Thinking

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 show/hide reviews
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.


Team Building GamesDuration
(mins)
   
GamePlay - The Business Simulation Game 180
GamePlay - The Business Simulation Game

Time:
This game can be played in about 120 minutes. In total, allowing for discussion and evaluation, we recommend allowing 180 minutes.

Aims:
• To test participants’ creative thinking and innovation skills.
• To test participants’ business acumen and marketing skills.
• To develop team and leadership skills.
• To test participants’ abilities to work creatively under pressure.
• To think about and practise skills covered in the training programme.

Skills and Behaviours Tested:
Creativity and innovation, leadership, teamwork, time management, marketing and business acumen.

Group Size:
You’ll need a minimum of 3 teams for this exercise with a minimum of 3 participants in each team. This is the minimum and the ideal is 4 or 5 teams, with 4-5 participants in each team.

Useful For:
Staff at all levels, including those in senior roles.

You'll Need:
• A GamePlay game pack for each team, (which contains ‘hats, bidding paddles and coins).
• A supply of ‘game elements’, including, for example, dice, boards, cards, counters etc. (You’ll need 4 or 5 components for each team and each component should be unique.) See more detailed note under ‘Set Up’.
• A brief for each team.
• A set of ‘Lot’ cards for every Gameplay game pack.
• Plenty of space - ideally each team will have a separate room in which to work.

Notes:
In this exercise, teams create a new game, which can be linked to the key skills you’re looking to develop. It is ideally suited to residential courses, where participants can continue to refine their product during the evening, ready to make their ‘sales pitch’ the following morning. Or, you can allow them the usual two hours, then provide an opportunity for players to play all the games in the evening before voting for their favourite the next morning.

Having a co-facilitator for this exercise will really help, as it will give you more opportunity to observe interactions within the teams that you can use in feedback later.



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Pirate Challenge - Tough Negotiations and Creative Thinking 135
Pirate Challenge - Tough Negotiations and Creative Thinking

Time:
This game can be played in about 60-90 minutes. In total, allowing for discussion and evaluation, we recommend allowing 105-135 minutes.

Aims:
• Raise awareness of the importance of a clear strategy and a shared understanding of their team’s needs and priorities.
• Show participants the importance of working effectively together to agree on a strategy, allocate roles and trust one another to complete their allocated tasks.
• Test participants’ influence and persuasion skills and their ability to think creatively during negotiations.

Skills and Behaviours Tested:
Influence and persuasion, negotiation, conflict resolution, strategic thinking, creativity, teamwork and attention to detail.

Group Size:
You need a minimum of 8 participants for this exercise (4 teams of 2) but 16 is better (4 teams of 4) and more is better still as you can go on adding more teams or increasing the size of the teams slightly. In fact this exercise is ideal if you have a very large group – for example, 50 participants could be split into 10 teams of 5.

Useful For:
Staff at all levels.

You'll Need:
Each team will need:
• A separate area (ideally a separate room).
• A supply of card and/or newspaper.
• A small amount of modelling clay.
• A ball of string.
• Sticky tape.
• Scissors.
• A ruler.
• Toy money to the value of 270 doubloons of various denominations.
• A small roll of kitchen foil.
• A team brief and a supply of sales ledger sheets, which can be downloaded from Trainers’ Library.

You will need:
• A separate meeting area.
• A bell.
• A stopwatch or watch.
• Spare doubloons.
• A prize for the winning team.

Notes:
The exercise will typically take about 60 minutes to run but you will need to allow up to 90 minutes if none of the teams fully complete a new ship.

Pirate Challenge is a hands-on exercise that is designed to test a number of skills and behaviours including influence, persuasion and negotiation, conflict resolution, strategic thinking, teamwork and attention to detail.

For this exercise, the more teams you have, the better, as a greater number of teams increases the trading options available to each team, making this exercise ideal for events where you are working with very large groups. For example, 50 people could be split into 10 teams of 5.



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IcebreakersDuration
(mins)
   
100 Uses - Brainstorming 20
100 Uses - Brainstorming

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To explain what brainstorming involves.
• To identify some key 'rules' for effective brainstorming

Group Size:
Suitable for use with groups of almost any size.

You'll Need:
• A selection of household items like a toothbrush or coat hanger.
• Flipchart paper and pens.

Notes:
A small prize for the winning team would be a nice touch.



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Balloon Chase - Creative Problem Solving 10
Balloon Chase - Creative Problem Solving

Time:
This exercise will take about 5 minutes to complete. In total, allowing for discussion, we recommend allowing 10 minutes for completion.

Aims:
• To illustrate how assumptions about the nature of a task or problem can get in the way of finding solutions.
• To explore how creativity can help solve problems and encourage continuous improvement.

Group Size:
This module is suitable for use with groups of almost any size.

You'll Need:
One inflated balloon. (We recommend having a couple of spares.)

Notes:
We’d like to thank Resli Costabell for inspiring this icebreaker.



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Brain Power Quiz 15
Brain Power Quiz

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To provide further information about the capacity of the human brain.
• To challenge some of the myths surrounding intelligence.

Group Size:
This module is suitable for use with groups of any size.

You'll Need:
• A small prize for the winning team.
• A stopwatch to time the quiz accurately.



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Creative Connections - Me, Myself and I 20
Creative Connections - Me, Myself and I

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To allow participants to articulate their own ideas about their strengths and what they can bring to the group.
• To understand how others in the group think of themselves and their strengths.

Group Size:
Suitable for use with groups of almost any size.

You'll Need:
• A box of random items – enough to give every participant a choice.

Notes:
This is a great exercise to use where you want to encourage participants to think creatively.



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Creative Drawing - Artistic Problem Solving 25
Creative Drawing - Artistic Problem Solving

Time:
This exercise will take about 5 minutes to complete. In total, allowing for discussion, we recommend allowing 25 minutes for completion.

Aims:
• Explore how participants can take a more creative approach to problem solving.
• Demonstrate a creative way for participants to share their workplace challenges.

Group Size:
This activity can be used with groups of between 25 participants.

Useful For:
Anyone.

You'll Need:
• A selection of drawing equipment for each participant.
• A blindfold for each participant (optional).

Notes:
This icebreaker is designed to be run at the start of a session to encourage your participants to take a more creative approach to problem solving.

You’ll need to contact participants a few days prior to the session to ask them to think about any work-based challenges they face and to record their top three to bring with them.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Creative Thinking Word Search 15
Creative Thinking Word Search

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To help participants identify some of the key themes they’ll be exploring in the forthcoming training around creative thinking.

Group Size:
This module is suitable for use with groups of almost any size.

Useful For:
Anyone attending a course or workshop that focuses on creative thinking.

You'll Need:
• A printed copy of the large (A3) Trainer version of the Word Search grid provided, affixed to a flipchart.

Notes:
A small prize for the winning team would be nice, though not essential.



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Creatively Speaking 20
Creatively Speaking

Time:
This exercise will take about 15 minutes to run. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To give participants an opportunity to practice speaking in front of others, with a particular emphasis on the skills needed to think quickly.

Group Size:
This module can be used with groups of up to 20 participants.

You'll Need:
• A set of the Creatively Speaking Cards (one card per participant).
• Blu-tac.
• A stopwatch.

Notes:
The timings suggested are for a group of up to 10 participants. Larger groups will need more time.



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Fitting In 10
Fitting In

Time:
This exercise will take about 5 minutes to complete. In total, allowing for discussion, we recommend allowing about 10 minutes for completion.

Aims:
• To explore how creativity and teamwork makes problem solving easier.

Group Size:
This module can be used with groups of almost any size. However, you will need to put participants into teams if you have over 16 participants.

You'll Need:
• One set of the cards per 16 participants.

Notes:
If you expect to run this exercise on more than one occasion, consider laminating the cards.



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Goal! - Teamwork and Lateral Thinking 20
Goal! - Teamwork and Lateral Thinking

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To encourage participants to think laterally about a problem.
• To encourage participants to work together in order to simplify a task and achieve a better result.

Group Size:
This module can be used with groups of up to 25 participants.

You'll Need:
• Soft balls (4-6 will do).
• A bucket.
• 2 large large newspapers (rolled up).
• 2 blindfolds.

Notes:
You can run this outside, or inside if you’ve sufficient space.



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Idols - Examining Values and Beliefs 20
Idols - Examining Values and Beliefs

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To encourage participants to share information about themselves.
• To explore values and beliefs.
• To build rapport among participants.

Group Size:
This module is suitable for use with groups of up to 25 participants.

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

Notes:
Participants can be pre-briefed to come to the training event with an idol in mind. This gives participants time to really think about their choices.



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Improving Team Performance - Creative Brainstorming 40
Improving Team Performance - Creative Brainstorming

Time:
This exercise will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes for completion.

Aims:
• To develop participant’s brainstorming skills.
• To identify what changes participants would like to see within their team/department.
• To explore how participants can make those changes possible.

Group Size:
This icebreaker can be used with groups of up to 24 participants.

Useful For:
Existing teams.

You'll Need:
• Flipchart paper and pens.
• Enough green sticky dots for participants to have three each. (If you are unable to source sticky dots, a green marker pen for every participant will work too.)

Notes:
This module is designed for situations where your participants work together in the same team. It can be run as a stand-alone exercise on brainstorming, or as part of a session looking to develop the continuous improvement skills of a team.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Inspired Rhymes 15
Inspired Rhymes

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To encourage participants to think creatively.
• To help participants feel more confident in their ability to think creatively.
• To recognise the positive impact another person’s ideas can have on our own thoughts.

Group Size:
Suitable for use with groups of almost any size.

You'll Need:
• Enough cards for 1 for every pair of participants.

Notes:
A great exercise to energise a group at the start of a creative thinking or problem solving workshop, or to re-energise them after a break. Larger groups may require duplicate cards and a longer running time.



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Metaphor - Aims and Objectives 25
Metaphor - Aims and Objectives

Time:
This exercise will take about 10 minutes to run. In total, allowing for discussion, we recommend allowing 25 minutes for completion.

Aims:
• To identify how participants are feeling.
• To explore their thoughts, fears and concerns in a comfortable way.
• To establish learning objectives for the course or programme.

Group Size:
This module is suitable for use with groups of up to 25 participants.

You'll Need:
Flipchart and pens.



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New Ways to Make the Ordinary Extraordinary 10
New Ways to Make the Ordinary Extraordinary

Time:
This exercise will take about 5 minutes to complete. In total, allowing for discussion, we recommend allowing 10 minutes for completion.

Aims:
• To get participants in the right mindset for thinking creatively or embracing new ideas.

Group Size:
This module can be used with groups of almost any size.

Useful For:
Staff at all levels.

You'll Need:
• A newspaper.
• Flipchart paper and pens.

Notes:
Small prizes for the winners would be a nice touch.



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Out for the Count 15
Out for the Count

Time:
This exercise will take about 10 minutes to run. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To energise the group.
• To show how physical activity and laughter can help training.
• To consider the need for energisers and icebreakers to be relevant.

Group Size:
This module can be used with groups of almost any size.

You'll Need:
Nothing.

Notes:
Care should be taken when choosing the activity to ensure that all participants are physically able to participate.



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Patsy’s Pie Making Challenge - Making the Message Memorable 20
Patsy’s Pie Making Challenge - Making the Message Memorable

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To explore ways to make messages memorable.
• To understand why making messages memorable is essential to delivering a successful training session/presentation.

Group Size:
Suitable for use with groups of up to 20 participants.

You'll Need:
• A collection of objects that your participants use as part of creating the story of Patsy’s Pie Making Challenge.
• A soft ball.



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The Chain - A Networking Exercise 20
The Chain - A Networking Exercise

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To identify the things that we have in common with the rest of the group.
• Explain how finding connections can help to break down barriers and build relationships more quickly.

Group Size:
Can be used with groups of up to 24 participants.

Useful For:
Staff at all levels.

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

Notes:
This is a great exercise to get people talking and identify how we can all connect quickly and easily.

The activity can be run with very large groups, but you would need to increase the timings.

Remote/Virtual Delivery:
There is a Remote Delivery version of this icebreaker available in Trainers’ Library.



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The Chicken and the Fox - Clever Problem Solving 15
The Chicken and the Fox - Clever Problem Solving

Time:
This exercise will take about 10 minutes to run. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To help participants understand the benefits of working with others when tackling problems and challenges.
• To explain why taking time to nurture ideas helps us to tell the good ideas from the bad ones.

Group Size:
This module is suitable for use with groups of almost any size.

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



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Where Did You Get That Hat? - An Exercise in Creativity 40
Where Did You Get That Hat? - An Exercise in Creativity

Time:
This exercise will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes for completion.

Aims:
• To get participants into a creative and energetic state.
• To illustrate the value of short, sharp periods of creativity and idea generation.
• To launch training with some fun.

Group Size:
This module is suitable for use with groups of any size.

Useful For:
Staff at all levels.

You'll Need:
• A box of resources, which can be easily collected and used again and again. The basic items 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. Try to add resources that are unusual too.
• You may also choose to award a few small prizes.

Notes:
This fun activity is suitable groups of all sizes and 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 and prizes can be awarded.

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).

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Review ActivitiesDuration
(mins)
   
Art Gallery - Creating a Visual Representation of Learning 30
Art Gallery - Creating a Visual Representation of Learning

Time:
This exercise will take about 25 minutes to complete. In total, allowing for discussion, we recommend allowing 30 minutes for completion.

Aims:
• To articulate what participants have learnt and what the subject means to them now.

Group Size:
This module is suitable for use with groups of up to 20 participants.

You'll Need:
• Flipchart paper, colourful pens and coloured stickers or shapes.

Notes:
As a variation, you can ask your participants to create a collage, instead of a drawing. If you choose this option you will also need a collection of old magazines, postcards, birthday cards etc., scissors and glue.



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Creative Thinking - Word Search Review 15
Creative Thinking - Word Search Review

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 15 minutes for completion.

Aims:
• To help participants recall many of the key learning points at the end of a training session about creative thinking.

Group Size:
This module is suitable for use with groups of almost any size.

Useful For:
Anyone attending a course or workshop that focuses on creative thinking.

You'll Need:
• A printed copy of the large (A3) Trainer version of the Word Search grid provided, affixed to a flipchart.

Notes:
A small prize for the winning team would be nice, though not essential.



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The Learning Journey 40
The Learning Journey

Time:
This exercise will take about 20 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes for completion.

Aims:
• To encourage participants to reflect on learning they’ve experienced, and how they are going to use it.

Group Size:
This module can be used with groups of up to 25 participants.

Useful For:
Staff at all levels.

You'll Need:
• To make sure participants have access to the tools and resources they need for this exercise, if you want them to complete it during the training session.

Notes:
This could be a task that participants complete in their own time outside the learning session, in which case we recommend that you arrange a review session where the results are shared and where you build on these with some action planning activities to conclude the training programme.

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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The Winning Post - Celebrating Goals and Objectives 25
The Winning Post - Celebrating Goals and Objectives

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 25 minutes for completion.

Aims:
• To provide participants with an opportunity to reflect upon the impact of the training so far and remind themselves of their key learning points and action points resulting from the course or workshop.

Group Size:
This module is suitable for use with groups of almost any size.

You'll Need:
• Coloured clay or Plasticine.
• Wet wipes.
• A camera.



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Where Did You Get That Hat? - An Exercise in Creativity 40
Where Did You Get That Hat? - An Exercise in Creativity

Time:
This exercise will take about 30 minutes to complete. In total, allowing for discussion, we recommend allowing 40 minutes for completion.

Aims:
• To get participants into a creative and energetic state.
• To illustrate the value of short, sharp periods of creativity and idea generation.
• To launch training with some fun.

Group Size:
This module is suitable for use with groups of any size.

Useful For:
Staff at all levels.

You'll Need:
• A box of resources, which can be easily collected and used again and again. The basic items 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. Try to add resources that are unusual too.
• You may also choose to award a few small prizes.

Notes:
This fun activity is suitable groups of all sizes and 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 and prizes can be awarded.

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).

Remote/Virtual Delivery:
There is a Remote Delivery version of this module available in Trainers’ Library.



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Case Studies   
Bogo Motors vs Young Upstarts - A Business’s Response to New Competition Leads to Internal Division
Bogo Motors vs Young Upstarts - A Business’s Response to New Competition Leads to Internal Division

Using the Bogo Motors vs Young Upstarts Case Study
There are many ways in which you could use this case study and many topics for which it could provide a useful springboard for learning. We suggest some of them here. This is not a prescriptive list but obvious areas would be:
• Strategy.
• Change Management.
• Negotiation.
• Creative Thinking.

Notes:
This case study looks at a large, well established motor company that is finding it increasingly difficult to retain its position in the market place and remain profitable due to the recent successes of new competitors. The company desperately needs to cut costs and improve efficiency without alienating its already unsettled and divided workforce.

Activity Example:
The following questions could be discussed in small teams or pairs. They could also form the basis of a written assignment or simply as a tool to spark a whole group discussion.
• What options are available to Callum?
• What would you do in Callum's shoes?
• How can Callum make the necessary changes to secure Bogo's future?

Other Areas for Learning:
You could also use the case study to allow participants to practice many techniques or to learn about specific theories and approaches. For example:
• Strategic Thinking.
• Change Management.
• Creative Problem Solving.
• Negotiation Skills.



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Sweet Success - A Look at a Hugely Successful Family-run Business
Sweet Success - A Look at a Hugely Successful Family-run Business

Using the Sweet Success Case Study
There are many ways in which you could use this case study and many topics for which it could provide a useful springboard for learning. We suggest some of them here. This is not a prescriptive list but obvious areas would be:
• Leadership.
• Management.
• Engagement.
• Values.
• Management Techniques.
• Motivation.

Notes:
This case study looks at the Ryan family firm - one of the most iconic sweet brands in the country. This case study is unusual because it is a success story. In sparking debate about what constitutes success, the trainer could use this to explore many issues about what makes a business work and whether there really is “anything new under the sun”.

Activity Example:
This could be used by small teams, pairs or individuals. It could also form the basis of a written assignment or simply to spark a whole group discussion.

Other Areas for Learning:
You could also use the case study to allow participants to practice many techniques or to learn about specific theories and approaches. For example:
• Lean and/or Continuous Improvement.
• Recruitment and Selection.
• Innovation.
• Different Business Models.



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Articles   
17 (Often Overlooked) Ways for Managers to Get the Edge
17 (Often Overlooked) Ways for Managers to Get the Edge

Article Overview:
Mark Moore gives his list of 17 ideas that will help managers develop their skills. Short, sharp and to the point - this is a really useful document that will get your manager's thinking and encourage discussion.

Opening Words:
1. Understand how the Mind Works.
Learn to use your brain purposefully to enhance focus, concentration, motivation, drive, memory, learning, and communication.

2. Learn how to Read More Intelligently and Faster.
Learn speed reading, strategic or 'range reading' techniques to enable you to handle incoming emails, reports, articles, and letters faster and more effectively. Invest the time to learn, and it will pay off considerably over your career.

3. Learn how to Focus Your Attention on what's Important.
Where you focus your attention will determine what you get done in your working day. Learn the psychology of effectiveness, not just 'time management' tools and techniques. Focus on your goals, and move boldly towards them.

Useful Reading For:
All managers.





Coaching, Mentoring and the Sibling Organisation
Coaching, Mentoring and the Sibling Organisation

Article Overview:
This article from Mike Bagshaw, considers the changing business culture. He argues that the paternalistic approach has gone, replaced by a sibling stage in organisational development - a sort of half-way house to full alignment between individual and organisation needs.

Opening Words:
The sibling organisation is a stage in the development of organisations following the uncertainty created by downsizing and restructuring. People feel the need to invest in self-preservation, perhaps at the expense of collaborative effort, risk-taking and shared learning. Organisational defensive routines limit growth and creativity. Morale is depressed, job satisfaction is reduced and performance goes down. To counter this post-change depressive effect, a new contract of mutual investment and respect needs to be created between the employee and the organisation. A coaching style of management combined with independent mentoring support can provide the vehicle for a climate of two stranded development where both the needs of the individual and the needs of the organisation are aligned.

The concept of the sibling organisation is a new one. It's a stage of evolution in business ethos, and it seems to me it's the stage we're at now. We have moved past the old paternalistic ethos, where we were looked after in exchange for loyalty. That move has been forced on us by the changing market demands and shareholder power. The drive has been to cut costs. The highest cost is people, so it has been uneconomic for the bosses to go on looking after people. There has had to be downsizing. "Lean and Mean" has become the cry. All too soon that has meant "Sad and Mad".

Useful Reading For:
Anyone involved in coaching and mentoring.





Drawing People In
Drawing People In

Article Overview:
This is a great article from Martin Shovel, that explains why pictures are so important in communication, and how that knowledge can help the trainer.

Opening Words:
Imagine this nightmare scenario… You're caught short in a foreign city, many miles from home. You don't speak the lingo and they don't speak yours. You're desperate to find the nearest loo. What do you do?

A recent mobile phone TV ad came up with an elegant solution. Before going on your trip, you load pictures of everything you might need onto your mobile camera phone. So now when you feel the urge, relief is at hand. All you have to do is flash a picture of a toilet at a passer-by.

In a situation like this pictures leave words standing – they are the ultimate lingua franca because they resemble the things they represent. In some circumstances a picture can even fool us into believing it is the thing itself. Think of one of those hyper-realistic trompe l'oeil paintings. You know it's only a picture but suddenly a painting of a bowl of fruit makes your mouth water and you're tempted to reach out for a non-existent strawberry. The brushwork looks for all the world like a real strawberry's blood brother but turns out to be a stranger – a case of mistaken identity.

Useful Reading For:
All trainers.





Feel the Fear and Draw it Anyway!
Feel the Fear and Draw it Anyway!

Article Overview:
In this article Martin Shovel looks at the benefits of being able to use pictures during training in order to get the point across, and asks why trainers don't use this skill more often.

Opening Words:
It's well known that public speaking is top of the 'greatest fears' pops. Incredibly, most people would literally rather die than stand up and talk to an audience.

My experience of teaching drawing has revealed another little-recognised but widespread terror capable of reducing its victims to a blubbering jelly within seconds – the fear of drawing, especially in public.

But trainers speak in public for a living – surely, pens and flipcharts don't faze them? Wrong! Even the most confident trainers blanch and gulp loudly when invited to perform with a pen.

Useful Reading For:
All trainers, especially those who use or are thinking about using images in their training.





How Important are Business Writing Skills?
How Important are Business Writing Skills?

Article Overview:
In this article, Rod Webb considers the importance of writing skills in today's business world. The article goes on to explain why business writing skills are so important, and what trainers need to consider when developing their colleagues' writing skills.

Opening Words:
Many of us brought up in the UK in the seventies and eighties received little formal training in the use of English language. In those ‘enlightened’ days the emphasis was placed less on the differences between nouns, verbs, adjectives and adverbs, and more on individuals’ abilities to get their ideas down on paper. Content became more important than the quality of the writing. Ironically, the first time many were seriously exposed to grammar, was when they tried to learn a foreign language.

As someone who spends much of his time training individuals to release their creative potential, and bemoaning the fact that creativity is not properly developed as a skill, you might think I’d be an advocate of a relaxed attitude towards English grammar, and writing skills in general. Experience has taught me however, that a basic understanding of grammar, and an ability to write effectively, are essential business skills.

Useful Reading For:
Everyone.





Learning to Play or Playing to Learn?
Learning to Play or Playing to Learn?

Article Overview:
In this article, Nicki Davey challenges the preconceptions and stereotypes many hold about senior people and encourages all learners to be given the opportunity and permission to play.

Opening Words:
Some years ago I was asked to run a training course for all the staff, managers and trustees of a large charity. I met the CEO to discuss the course and mentioned that I would use a collage-making activity early on in the day to identify and explore some of the key issues and her response was, “But we’ll have senior managers and board members on the course – I really don’t think that cutting and sticking is a suitable activity for them, do you?” My answer was, “Actually, yes, I do”, and I explained to her how collage-making is a whole brain activity involving visual imagery, physical activity, talking and listening, and organising ideas and how it breaks the ice, helps people talk about a difficult subject in a safe way, is a great leveller, and generates a rich discussion. Her response was a somewhat cynical, “Well on your own head be it,” - she clearly thought this was a BAD idea!

Useful Reading For:
All trainers.





Metaphor and Creativity
Metaphor and Creativity

Article Overview:
This fascinating article by Martin Shovel and Martha Leyton looks at the power of metaphor, and how the metaphors we use affect our thinking. In particular, the authors look at the metaphors used in the West to explain creativity, and ask if these could be restricting our thinking.

Opening Words:
Imagine you are settling down to a long train journey. You reach into your bag and pull out the novel you are reading and just as you are about to take up the story the stranger sitting opposite starts talking to you. You have plenty of time on your hands so you welcome the chance to begin a conversation with her. But how would you respond if she were to start by describing the song of her life or by explaining the painting of her life or even, perhaps, telling you about the recipe of her life? Her behaviour might seem very strange and you would probably feel a growing sense of discomfort and confusion.

Now rewind the tape and start again. This time she begins by telling you the story of her life. Now the experience of listening to her feels comfortable and familiar, and both the content and structure of what she is saying make sense to you. Story is the medium through which we understand and experience our lives and the lives of other people. Stories give our lives their structure and meaning. They help us make sense of the world around us by transforming the constant flux of experience into meaningful patterns. Without stories our existence would be chaotic and ineffectual.

Useful Reading For:
Anyone involved in the creative thinking process.





Micromanagers Unveiled: Spotting the Signs and Building Better Relations
Micromanagers Unveiled: Spotting the Signs and Building Better Relations

Article Overview:
In this article, Nicola identifies the signs and behaviours of micromanagement and explores practical ways to address them while maintaining a professional and productive relationship.

Opening Words:
Micromanagement is one of the most common yet damaging leadership styles in the workplace. It stifles creativity, lowers morale, and can make employees feel undervalued and frustrated.

If you've ever worked under a micromanager, you'll know the feeling of being watched too closely, given excessive instructions, or constantly needing approval before making decisions.

But how do you recognise a micromanager?

Suitable Reading For:
Team members, team leaders, supervisors and managers.





Original Sin
Original Sin

Article Overview:
In our view, one of the most interesting articles of 2006. Martin Shovel questions the assertion that originality means something unusual that doesn't owe its existence to other people's idea or materials and looks at the benefits of copying in order to develop our own creativity.

Opening Words:
Let's begin with a riddle: when is a fake not a fake? Answer: when it's an original. As in the strange case of Elmyr de Hory, the notorious twentieth century art forger, who produced hundreds of faked paintings in the style of great artists like Picasso, Modigliani, Matisse and many others during a highly successful criminal career.

The irony is that de Hory's forgeries are now themselves such valuable collectables that other forgers are busy forging de Hory fakes. So collectors of his work find themselves in an Alice-in-Wonderland situation in which they have to try and prove the authenticity of their own sought-after de Hory fakes.

Useful Reading For:
Anyone looking for inspiration on the creative process.





Unconventional Wisdom
Unconventional Wisdom

Article Overview:
In this article, Martin Shovel asks the reader to be prepared to challenge conventional wisdom, and to look for creative opportunities when there is a mismatch between what we've always done and the results we're getting.

Opening Words:
Ask a random selection of colleagues if they like PowerPoint presentations, and what do you think they’ll say? Chances are they’ll give you the thumbs down. But do they use PowerPoint themselves? The answer is probably ‘yes’.

Let’s be clear about this – they don’t like being on the receiving end of PowerPoint presentations but they use them themselves. Isn’t this somewhat odd and inconsistent? True, there’s nothing intrinsically bad about PowerPoint, but the way most people use it has turned it into the grey suit of business communications; ubiquitous, boring and predictable.

Useful Reading For:
Anyone looking to overcome 'conventional wisdom'.





When it Comes to Inspiration, Is Ignorance Bliss?
When it Comes to Inspiration, Is Ignorance Bliss?

Article Overview:
In this article, Martin Shovel considers the benefits of understanding the process of innovation and of understanding why the things that happen, happen. By understanding the processes at work, he argues we'll be better placed to repair them when things go wrong.

Opening Words:
Goethe proclaimed, “Whatever you can do, or dream you can, begin it. Boldness has genius, power and magic in it. Begin it now.” Translated into the vernacular, his advice is simple and straightforward, “If you want to do something, just get on and do it!”

Sound advice, I'm sure you'll agree, but it doesn't always cut the mustard when I'm trying to come up with new, creative ideas. Perhaps geniuses like Goethe are rarely, if ever, short of inspiration, but inspiration doesn't seem to visit us lesser mortals with such regularity. Too often we find ourselves waiting for it to come, and like the proverbial bus, it might not turn up for ages and then three ideas pop out of the blue at the same time.

Useful Reading For:
Everyone, and particularly those interested in taking control of the creative thinking process.





Why It's Smart to Hang Out in the Fog (Sometimes)
Why It's Smart to Hang Out in the Fog (Sometimes)

Article Overview:
In this article, Bill talks about Jordan moments (it will make sense when you read the article!) and discusses the importance of tolerating uncertainty when looking for creative solutions.

Opening Words:
A few Sundays ago I found myself at the London Book Fair with my friend Guy Claxton. This was no accident. We were there to promote our new book for the BBC, Be Creative; essential steps to revitalize your life and work. (This was a celebrity event, gentle reader! Picture the scene. Just a few stands away, Jordan was drawing the crowds. Fresh from her Australian jungle frolics, she was launching her autobiography. Posing for the cameras she accidentally dropped what onlookers believed to be a copy of her book only to reveal to watching journalists that it was full of blank pages and not yet ready for publication. Apparently Jordan just did not know what to do with herself. Interestingly – and impressively - she appeared utterly unphased by the experience.)

All of which got me thinking….

Useful Reading For:
Everyone. Especially anyone exploring the avenue of creativity.