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Ideas on People and Performance, Team Building, Motivation and Innovation

Category: The Search for The Lost Dutchman’s Gold Mine (Page 2 of 3)

Team Building and Poems on Performance – Cute Visuals on Collaboration and Goal Setting

Teambuilding is about generating alignment to shared goals and visions and also about involving and engaging people in collaborating for optimized results. The Search for The Lost Dutchman’s Gold Mine is our tool to teach along the lines of competition and collaboration as well as planning and doing. Basic to its unique design is that sharing information and resources helps tabletops to optimize overall results for the group.

To set the stage, understand that the goal is to mine as much as WE can and optimize the Expedition Leader’s Return on Investment (ROI). The role of the Expedition Leader is to help teams be successful. We feel that these two factors model the desired outcomes of most leaders operating in most organizations. The reality is that teams more often choose to compete rather than collaborate and that they seldom ask the leadership for help, advice or even resources to generate maximum results.

LD 2 slides - We Can and Help teams

So, with this as a basic entry point, here are some poems and illustrations that help to illustrate the issues and opportunities. Teams can make better choices in a variety of different ways. So, here goes…

1

expedition leaders lead expeditions

collaboration is a key to decision making

So, the planning now completed, teams begin to play the game and see the results of their planning and their choices. The goal is to mine as much gold as we can.

strategic planning lends itself to performance

teamwork is essential to optimized results

teamwork policies and procedures

Now, the play is almost done and teams are looking about and making comparisons about their performance to the performance of other tabletops. Some chose to collaborate, some chose to get advice from that Expedition Leader and some might have even asked for some resources to help optimize ROI for the table and for the group.

intrinsic motivation is about succeeding

my team, my team, my team

LD Celebration is key poem

So, now we can take the time to reflect on things and turn the game into a powerful learning event where we discuss past choices for the game and future choices for the organization. It lends itself to reflect on things that are done well and things that need to be improved. It is a chance to reaffirm the goals and directions, share the visions and to pull things together.

reflection on choices

challenge is to mine gold

what did you learn from your experience

Have FUN out There!

celebrating success and results

Scott Debrief

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant. 
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: http://pinterest.com/scottsimmerman/

Maximizing Team Building Impacts with Senior Managers

A prospect engaged me in a discussion of the potential of using The Search for The Lost Dutchman’s Gold Mine with a large group of senior managers to accomplish some management team building. So, this blog post resulted as I framed up some of their issues into possibilities for improvement. We had the whole global senior management group in our Dutchman kickoff to their 3-day strategy session (mfg, sales, corporate, marketing, research, etc.)

One neat aspect is that their Most Senior Manager, the division GM, wanted to play an active role in the event and focus on identifying things that these executive managers could and would do to improve customer service (internal and external), reduce costs, improve innovation and other impacts through improved inter-departmental collaboration and teamwork.

(That is a really neat fit to our basic game design for Dutchman. Testimonials say that it is one of the best of all the motivational team building exercises.)

What really helped in my thinking was her very clear framing of the key desired outcomes for the session (along with very solid framing of how this kick-off activity should align to the overall goals and objectives of the gathering). She had several planning meetings with the GM and thus a quite clear idea about wanting to

  1. Offer the participants a fun and interactive team building activity
  2. Give people an opportunity to interact with others whom they may not know very well
  3. Offer something that will be useful to participants when they return home – a new insight, learning, awareness, etc.
  4. Have the activity help us understand how we can work better as a team so that we can better serve our customers
  5. Make this the first activity in a two day meeting, that should set the stage for what we’re going to be discussing for the rest of the meeting

 Nice. Actionable, too. So here are some thoughts on optimizing impact and generating the maximum amount of alignment possible.

Specifically addressing the above Desired Outcome session bullets, I had the following thoughts and ideas:

1 – Dutchman will be fun and very interactive between players. There is a lot of interaction between the tabletops / teams and the focus of the game is on optimizing overall results. Our goal is to mine as much gold as WE can. This is clearly and repeatedly stated in the Introduction. Teams are working under the direction of the Expedition Leader and expected to generate a maximum return on the investment in them (map, vehicle, grub stake of resources, information, leader assistance, etc.) as communicated through slides like these:

Triad One

This is a business simulation, designed with a fun and engaging framework. It is an exercise intended to generate a serious debriefing on defined issues and opportunities. It is not designed to simply be fun – it is work, it takes planning and analysis and it is stressful, with pressures of time and decisions to get measurable outcomes. In this way, it differs from a lot of the other kinds of fluffy things out there in the “team building activity” marketplace.

2 – On interacting: Most of the actions will be at the tabletops, so I might suggest that tables be arranged with seating assignments so that there would be a good mix of a most senior person with other players done in a way that made sense.  This will allow them to work as a team and bond together on shared goals and mission.

The Most Senior Manager at each table should be the team’s Trader; the role of the Trader is to move between the tabletop and the Trading Post, exchanging resource cards each day. In that way, Traders get somewhat isolated from the team and its continuing decision-making, The Trader role is the game’s version of the customer service rep, who is not always clued in on what is happening. The funny part of this is that the role is presented thusly: “The Bad News is that the Trader is the ONLY person at the tabletop who is accountable for anything!”

This exercise will not allow everyone to interact with everyone and some people will interact more than others due to a variety of factors and personal styles. Some people get up and go around while others choose to stay put at the table. There are some other possibilities to design something like Fast Networks into other program content to generate more interactions. (See some thoughts about Dot Voting and Fast Networks in this blog post.)

Each team’s Collaborator, for example, is chosen for their role of finding out the best practices and ideas of the other teams – they are particularly challenged to go about and find out what goes on with the other tables. Sometimes they are quickly labeled “Spies” and told to go away – sometimes they gain valuable information that will help their own team optimize results. Sometimes, they can share their good information with other teams and sometimes they are not trusted and thus shunned.

3 – Being useful afterwards: Directly in the game, there are many great metaphors that link to a wide variety of leadership and organizational behaviors and possibilities. Our debriefing will present some key ideas and allow the tabletops to discuss the choices made and the impacts of those choices as they affect the organization in reality. Other event content can easily link back to situations from the play or the debriefing.

In the game, for example, the teams can make the decision to spend an extra day at Apache Junction and gain additional information before departing on Day 2 or 3. They can get a “video” of Tortilla Flat that gives them 3 Turbochargers; One Turbo enables them to go two blocks a day for the whole game, rather than one; It is a metaphor of a Best Practice. They acquire two extra Turbos and might give or trade one or both extra Turbos with another team, allowing them to also go twice as fast. Or not — it is a choice that they can make.

How do teams choose to balance collaboration and sharing with competition and winning? How do they, as a group, reach that decision and what might influence that same kind of decision back when they are leading their teams to improve collaboration and alignment? How do they balance these and other things in the play? That is the purpose of the debriefing, to discuss choices and alignment and collaboration to optimize overall results in the game and in the business.

The lessons learned are quite solid and memorable and can be readily linked tightly to the GM’s actual goals and program agenda. That is easily fine-tuned.

This suggestion represents a different choice and a lot more leverage for these players and builds directly into desired followup actions:

Assuming that these same issues exist within each of the operational units, it would be quite easy to roll the game out to those units locally. A Director and his VP could easily deliver the exercise to the senior local management team — Dutchman is very easy to deliver and operate and really bombproof; most of our purchasers of the exercise have never actually seen the game played, much less been a participant in it. The session participants could easily roll this out at their locations, generating a much higher level of alignment and collaboration at a half-day management retreat delivered within a few weeks of our session. Easy!

Plus, they could have the support of the local Training and Development people who operate on site and this could be integrated into an organizational development framework for ongoing training and for new-hire orientation.

How often is it that a senior manager of a manufacturing plant would feel comfortable leading an organizational development team building session with himself setting the stage for more collaboration and alignment to the goals of the organization. And, to have a very powerful tool for accomplishing his or her goals?

The exercise could be delivered by teams of senior managers that were participants with the possible support of someone from training at each location. (We have had secretaries deliver the game for their boss’ senior manager groups in the past! It is quite bombproof, to be sure.)

4 – The exercise is all about choices and service. Dutchman has a nice strategic planning / project management spin and directly relates to collaboration to optimize team and group performance. Teams make a lot of assumptions or make decisions without obtaining all the available information, which relates nicely to many common service quality issues.

Teams also do not ask many questions of the Expedition Leader, who is in fact a customer in the sense that he / “me” is depending on them to perform to deliver results to me. I am looking for results and investing my time and money in them to deliver. By asking questions and even asking for help, teams can get more support in their quest to mine more gold.

LD Goal is to mine gold

The Provisioner who manages the Trading Post is also a customer, requiring the Traders to perform their jobs accurately, completely and in a timely manner. The whole group is delayed when ONE of the teams is slow to respond to the end of a Day.

5 – Insofar as kicking off the event and setting the stage for the other session events and content, this will be superb. It is fun, but it is serious. People will make choices. They may make friends with people they do not know and help them out, or they may make “enemies” in the choices they make (like demanding two golds for one Turbo) and laugh about that stuff afterwards. It is serious fun and nicely interactive.

Overall reinforcement of desired behavior – The Celebrations

We can both recognize and reinforce what has been done in recent past in the improvement of overall customer service as well as link neatly to the choices that they can make about the improvement of internal service quality or supply chain kinds of things. This can be accomplished in the debriefing and casual discussions afterwards. That is quite straightforward.

If people are pre-assigned to teams, that works okay and you might consider all sorts of factors in that assignment, like how well they know the other people, how much they NEED to know those other people, etc. The session planners can also name the teams, giving some special recognition to certain groups for overall, long-term accomplishments. The “Finnish Express” might be led by the plant manager of the Finland plant that implemented the best service quality improvement plan. Thus, when making assignments to tabletops, you can assign the Team Leader to be a particular individual. The rest of the tabletop will align with that “glow” and team name.

Perfect Play:

Each table is an “operating unit” but they do benefit by collaborating across the tabletops. It is NOT essential that teams collaborate, especially if they have a good plan of action, but it pays dividends overall.

There IS a perfect play scenario that occurs when 3 teams work together, sharing Turbos and Cave Cards and resources. Whereas the average team will mine about 7 days of gold and return to the start, these collaborating teams can mine 11, 10 and 10 gold among themselves with no additional costs or resources – well, actually, they must borrow $50 from the Expedition Leader!

Perfect Play slide pair

There can also be a lot of learning and development takeaways from this exercise. It is, after all, all about team performance and communications as well as to alignment to a shared mission and vision.  We use these magnets as take-away’s and a simple reminder:

The Goal of the game is to COLLABORATE and optimize results...

Recognizing and rewarding performance

I want the GM to play the game as a regular player. We will set him up as the Trader for his tabletop and he will not be privy to any secret information about the game design. He will play like everyone else. After I get into the debriefing of the play and some discussions of the key learning points, I will set the stage for him to lead the closing discussion.

We will present the tabletops with this question:

LD - to mine more gold what do we do

This is framed as, “What can we do to generate more gold for our organization? What things can we choose to do differently to improve results? What things can we get our people to do differently? Please discuss this at your tabletops and be prepared to offer your ideas to the group.” The GM leads this discussion and the supporting people all take notes. This should directly set the stage for the work of the next two days.

Even though the game is not about winning and losing, people like recognition and everyone needs to feel like they were part of the winning team, because they are. So, we work hard to focus on the overall group as the team and not that individual tabletop that happened to mine more gold than the others.

My Team My Team color

For recognition of everyone, I might suggest that we manufacture some simple trophies that use blocks of wood, a large chunk of Iron Pyrite, and a small plaque commemorating their involvement and participation in the program. Each would say, “Number One Team.”

Gold Trophy

We can also structure an awards ceremony where they are all recognized with The White Hat Award, for their overall contributions to the performance and profits of the organization. Both the trophy and the hat would symbolize their membership of the bigger team and the need for collaboration to optimize results.

As to the debriefing, we have a great deal of flexibility in choosing the key themes and how to generate some discussion and ownership. We have over 150 different slides that we have used over the years. Here are just a few of them:

Debriefing - 155 slides

And we can illustrate some key learning points to make them more memorable:

LD General debrefing Scott's slide minis

There are just so many different ways that this exercise can support those kinds of desired outcomes. My apologies for such a long post, but it sure is fun to develop these ideas and present them in an integrated way.

Please note that a sister article to this, entitled, “Thoughts on Teambuilding and Aligning an International Business Group” can be found be found by clicking on the title.

 

For the FUN of It!

Scott Debrief

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.

Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: http://pinterest.com/scottsimmerman/

 

Some testimonials about our Team Building Exercise, Lost Dutchman’s Gold Mine

We think that The Search for The Lost Dutchman’s Gold Mine is an absolutely great team building exercise that allows anyone to help their organization focus on issues of collaboration, optimization of overall results, and improving how organizations implement change and strategy. It links to our Square Wheels tools, elegantly, and thus is a great tool to use for building employee engagement and the implementation of creative ideas for improvement and innovation.

And we are not the only ones that feel that way. Here is one from an internal trainer, one from a international consultant and one from an executive assistant who ran the game with her company’s senior leadership team (and got rave reviews from them!)

Kyla LD testim 100

Andi LD testim 100

Assistant LD testim 100

We find that people who have used some of the competitive products in the marketplace (and by competitive, I mean that they DO generate competition when they should be generating collaboration) are either much more expensive or not as flexible or just not as good (or all three). You can click here for a comparison of Dutchman with Gold of the Desert Kings, for example.

If you want to learn more about the exercise, please visit our website. Or, better yet, give me a call at 864-292-8700. I generally answer my phone most hours of most days and would love to chat about this stuff.

Russ LD testim 100

Herb LD testim 100

Greer LD testim 100

Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant. 
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: http://pinterest.com/scottsimmerman/

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We all impact everything. Your impacts on the Space Time Continuum of Work

We impact others. Butterfly wings and all that. Connectivity. Dealing with chaos in the workplace as performance improvement opportunities.

And enlightened (and unenlightened) people everywhere seem to agree that, “The Square Wheels are everywhere!”

Thus, we take our discussion to another dimension, connecting our current reality to that of how things really work in most organizations as well as The Universe.

Wikipedia does a nice job of explaining the basic physics as a mathematical model that builds space (3-dimensions) and time into a single concept of connectivity of everything. From the model, one can imply a large number of theories about impacts on performance of sub-atomic particles, super-galactic interations and people and performance (ya think?).

As written in Wikipedia, in non-relativistic classical mechanics, the use of Euclidean space instead of space-time is appropriate, as time is treated as universal and constant, being independent of the state of motion of an observer. But in relativistic contexts, the notion of time cannot be separated from the three dimensions of space, because the observed rate at which time passes for an object depends on the object’s velocity relative to the observer and also on the strength of gravitational fields, which can slow the passage of time.

In PMC’s cosmological luminous model, we see things operating in a single universe where there is an inter-relatedness of all things where events are all connected, so it looks like this:

the connectedness of things in the workplace

Your thoughts?

  • What can you choose to do to differentially impact YOUR workplace universe?
  • What can you do to involve and engage people in change and improvement?
  • What Round Wheels already exist that people can choose to change?
  • How can you better motivate the wagon pushers?
  • What can you do to share a perspective on your journey forward?

Need tools for engagement? Take a look at our Square Wheels illustration toolkits and our team building games, such as, Lost Dutchman. Let us know how we can help your organization better manage your space time continuum.

Square Wheels are Everywhere.
But the Round Wheels are already in the wagon.

Have FUN out there!

Collaboration and Teamwork and dealing with Mud

People and Performance — Here are some simple poems and frameworks to get people thinking about issues and opportunities. The goal is to generate one good thought or insight into doing things differently.

Let’s start this with a simple poem to embellish the theme with a bit of my thinking about how things often work. So, here is an image / poem which stimulated the overall design of an illustrated article. Isn’t that how innovation really works for all of us? Anyway, here we go:

Mud Jeep yellow poemThis cartoon image comes from our team building exercise, The Search for The Lost Dutchman’s Gold Mine and is an integral part of our debriefing package. Players must deal with all sorts of mud to generate their successes.

In the game, mud on one of the selected routes to the mine causes teams to use extra resources and energy, just as it does in the real world. They know that it will cost that extra Fuel, but they are surprised by that nevertheless. Mud is the glop that people have to deal with so often in the workplace, taking the form of bureaucracy, politics, culture and the other things that do not support innovation and improvement. Mud simply bogs one down and costs extra energy to deal with it.

Mud also occurs when people choose to compete rather than collaborate, since one group will often create problems for another group that shares the same overall goal. This happens clearly in the Dutchman game. It also happens all the time in organizations — we call it Interdepartmental Collaboration! Mud is a pain to deal with — some might find it to be cement while others find it to work more like grinding paste, that grit that wears things out.

So, that first poem then got me working on the next few little ditties:

Alligators and sharks totally wired poem

They are out there too, like Spectator Sheep:

Spectator Sheep poem

So, things can then look something like this when it all comes together:

Mud Jeep RWs Alligator Sheep poemWe can make improvements. We must make improvements. Solutions abound. Ideas are everywhere. We just need people to consider other alternatives and choose to collaborate and cooperate and look to do things differently.

But progress forward requires employee engagement and involvement, leadership perspective and a team effort. We simply have to get the conversation rolling forward smoothly, along with shared goals and teamwork:

Spring of improvement and change poem

(Yeah, I do have fun with this stuff!)

For the FUN of It!

Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.
Connect with Scott on Google+ –

You can reach Scott easily at scott@squarewheels.com

Season’s Greetings

We published this 4 years ago. Check with our blog to see some new ones in a day or two:

Square Wheels and Lost Dutchman work great for team building

 

I am playing with things like this as we do things with LEGO:

Santa Square Wleels thinking about performance improvement

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.

You can reach Scott at scott@squarewheels.com
Connect with Scott on Google+

Learn more about Scott at his LinkedIn site.

Square Wheels® is a registered trademark of Performance Management Co.
LEGO® is a trademark of The LEGO Group

 

More on The Lost Dutchman’s Gold Mine

My friend and colleague, Chris Hartung, sent me an email a few minutes ago referencing a news article that he thought would be of interest. He likes my team building game and guess that the news article caught his interest because of the location and title.

The news article is entitled:

Body of man who hunted legendary ‘Lost Dutchman’s’
Gold Mine believed found in Arizona mountains.

(and it appears at: http://www.foxnews.com/us/2012/11/29/body-found-in-arizona-superstition-mountains-believed-to-that-missing-treasure/ )

Frankly, I am not surprised that another person’s body has been found in this area. There have been a LOT of casualties amongst those who have hunted for Jacob Waltz’s lost mine in the Superstition Mountains, after all, they are roaming around in a really inhospitable place (much like Iowa, some would say with a grin). Jacob was known as “The Dutchman” and he brought gold back from the mountains for 30 years…

“We call ‘em Dutch hunters out here,” said Superstition Search and Rescue Director Robert Cooper. “They’re infatuated with all the lore and the history of the lost Dutchman mine and he was part of that.”

Like me, Mr. Caspan had acquired more than 100 books and articles about the Mine and the myth surrounding the death of Jacob Waltz in 1892. And like me, he believed that there was gold in the mountains just waiting to be found. After all, Jacob left a map.

Unlike me, he actually went out there looking for it in The Superstitions, while I simply invented a team building game focused on maximizing results based on collaboration between teams and good strategic planning. Guess Mr. Caspan’s planning was not all that great…

As Fox “News” said, “An untold number of prospectors have searched the Superstition Mountains for the mine. In the 1840s, according to the Denver Post, the Peralta family of Mexico mined gold out of the mountains, but Apaches attacked and killed all but one or two family members as they took the gold back to Mexico. Some 30 years later, Jacob Waltz — nicknamed “the Dutchman,” even though he was German — rediscovered the mine with the help of a Peralta descendant, according to legend.”

As for me, since this came from FOX, I believe that the Apaches or other gold hunters killed this guy to keep the secret and get the gold for themselves.

After all, we hear about an awful lot of bogus conspiracies from FOX. And I do have a copy of Obama’s actual birth certificate and Susan Rice didn’t tell all she knew about Benghazi, right? I mean, we NEED some good fake conspiracies every once in a while, don’t we, just to make things interesting?

We will keep on selling The Search for The Lost Dutchman’s Gold Mine to people — but for use in controlled environments with padded chairs and tables. It is a great team building game for those who are interested in impacting people and performance in their workplaces. Newest sales to The US Army and to a consultant in Egypt.

A customer sent me this testimonial on the play and debriefing of The Search for The Lost Dutchman’s Gold Mine team building exercise:

Simply Superb! We use this program all over the country with our clients and it is ALWAYS rated as one of the best programs delivered. Works in all types of companies and drives organizations toward Collaboration and Teamwork! The debrief options allow you to fully customize the delivery to any audience. Well designed and easy to deliver. That, combined with all of the knowledge and support of Dr. Scott, and you have the best Team Building simulation out there… BAR NONE!

May the fun continue!

Yeah, you heard it here, for the FUN of It!

Scott Debrief

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant. 
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: http://pinterest.com/scottsimmerman/

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Performance Management – what it is (and isn’t)

WAY back in 1978, I started consulting after a short career as a psychology professor. It just seemed that the college teaching was not what I really wanted to do, so I took 9 months and rolled around the USA in my 1973 yellow Volvo 145 station wagon. And, 26,000 miles later, I wound up in Westport, CT working for Ed Feeney and doing BEST.

Behavioral Engineering Systems Training was written by Tom Roth, who graduated from Allegheny College a few years earlier than me and who took some of Tom Gilbert’s ideas and made them into a very understandable and usable three-binder training system.

Binder one was full of analysis stuff, defining “outputs” and qualifying them into different categories and comparing current level of average results with exemplary levels of performance as well as impacts to generate some priorities. Module Two was about designing feedback and measurement systems and Module Three was a very Skinnerian-focused extrinsically-focused reward-focused reinforcement design program.

Most people found Modules One and Three to be the most interesting, while Module Two focused simply on implementing. My view and experiences over the past 30 years has consistently been by far the most important.

In the early 80s, after formally founding my business in October of 2004, slowly but surely, “Performance Management” became  an increasingly used euphamism for performance APPRAISAL. Appraisal was a bad word, implying judgement and judging people, grading on curves, focusing on the negative and all those things. So, instead of calling it appraisal, they called it “management.”

Well, I guess it was management in a way, but it still retained appraisal as its main focus and technique. It has been a while since I have looked at these kinds of “performance management systems” but I sure do not like how they took a good concept of working to make the environment more productive and obliterated it with the much-disliked appraisal metaphor.

My company will always be, Performance Management Company even though many people will not understand that it is about people and performance, engagement and best practices, feedback systems and innovation.

Ah well…  Think I should rename it? Something like

  • Games and Frames
  • The Square Wheels Company
  • The Round Wheels Company
  • Teambuilding Games and Square Wheels Company
  • Scott Simmerman & Associates (how awful is that!)

Nah. Just remember that MY understanding of Performance Management isn’t what they think it is!

Have fun out there.

Why use Lost Dutchman’s Gold Mine for large team building events?

I was chatting with a human resources director and we were planning  the presentation of The Search for The Lost Dutchman’s Gold Mine for about 250 people — her whole organization — in one big fun learning event. This was for a financial institution priding itself on customer service and customer / employee retention and collaboration and communications, so the fit was quite good.

The plan we discussed is for her to have her senior management team do a team building program using Lost Dutchman, where they will sort out their issues and opportunities and what they choose to do differently and improve on and then teach them how to support the delivery for the large group. As I posted up in the blog the other day, using senior management to help deliver is a pretty common model for me, one where the internal people do all the training and delivery work without using an outside person. It dramatically helps generate alignment and makes these people part of the actual perceived organizational support team!

Why use Lost Dutchman and Senior Managers for such events?

Well, the design of the game precludes my personal involvement — I am not required to help deliver it, which has many positive impacts. If I understand the desired outcomes, I can customize the suggested debriefing. If a trainer can use the game with her executives — and the metaphors of the exercise and the actual behaviors of the executives — she can deliver a highly congruent program and deal with the results without “personal involvement.” She will not be attacked for her leading discussions about the sub-optimizing choices of the leadership team.

AND, she management/leadership prepared to support the delivery of the exercise to all the employees. This saves a great deal of money and dramatically improves the relevancy of play to reality of how things are working and can work.

After all, two main themes of the game are focused on organizational alignment and collaboration:

and

The Goal of the game is to COLLABORATE and optimize results...

These are business card magnets that we often give out as reminders of why we played the game. They generally wind up on file cabinets and breakroom refrigerators.

The word we use is, “WE” but teams take that as, “My Team, My Team, My Team” in many cases.

Dutchman is a powerful game that’s easy to learn to deliver, bombproof and congruent in its play and focuses discussions on choices that we make and alternative choices that are available in the game, and then back in the workplace. Collaboration and engagement are the things that lead to employee involvement and intrinsic motivation.

And because it is straightforward and easy to play, it becomes a great event for managers to truly demonstrate their active support for helping teams be successful and optimizing results of the entire group.

large teambuilding event

Dutchman works great for very large groups

Dutchman is a powerful exercise for large events since you run the game with internal people (and leaders if you can involve them) and the game metaphors are completely congruent with the concepts of collaboration between departments and engaging people to motivate high levels of performance. The discussions focused on actual behavior and the choices that people could make in the future are also great ways to discuss possibilities. It is these visions of how thing could be that help drive improved overall results and engage and motivate individuals. It is the alignment to missions and visions that helps push things forward.

Generating alignment is a key factor in performance and optimization of results

Have fun out there, get people aligned and performing, and improve things!

You can see more about the exercise on our websites at http://www.performancemanagementcompany.com/category_s/110.htm and at
http://www.squarewheels.com/ld/ldindex.html where there is a LOT of descriptive information.

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

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Interdepartmental Collaboration’s Vital Link to Organizational Profitability

HR Management Magazine asked me for an article a while back and I thought to make a copy of it available here, since I think it is well-illustrated, clear and focused on the issue of impacts and profitability as they relate to teambuilding. You can find access to the article at the bottom of this post.

The topic is improving inter-organizational alliances and building more collaboration between naturally competing workgroups as a means of impacting profitability and improving innovation and other organizational impacts. Better people collaboration and interacting toward shared goals and missions.

Competition is a motivating factor in most organizations and is a good energizer until that competition begins to sub-optimize overall organizational performance. Most companies do not measure those kinds of things yet they can have huge impacts on service, quality and morale.

Similarly, teamwork within a workgroup is good, until it slows or stops collaboration between different teams, a situation we call, My Team, My Team, My Team, as illustrated below:

We also know that most individuals and most teams do not take advantage of the support that already exists in organizations. This is a critical learning point of much of what we teach.

We also added thoughts on using The Search for The Lost Dutchman’s Gold Mine to engage and enlist people to choose to form alliances and improve performance.

Collaboration and Profit – an article on team building and organizational improvement

 

For the FUN of It!

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

 

Rental of Team Building Exercise for Large Groups

The Search for The Lost Dutchman’s Gold Mine is a great team building exercise for focusing teams of people on themes of leadership, alignment, collaboration and the optimization of performance results. We’ve been selling and supporting the exercise worldwide for almost 20 years.

And it has been pretty crazy here lately, with some new business coming from some old friends, which is really neat. Two different consultants contacted me about renting our team building game, The Search for The Lost Dutchman’s Gold Mine to run large events for their clients. And both are old customers.

The wild thing is that both used to be with corporate training departments that bought the exercise from me about 10 years ago. They had great successes with it and, as they described the situations, they wanted a high impact and bombproof session for their new clients. Thus, they remembered the exercise and thought to contact me.

Renting the exercise is one option. It is best for those “Large Group Team Building Events” that are a one-off kind of thing. Many of the customers of our small games (for 3 or 4 tables of 6 people each) like being able to run it once or twice for really large groups without having to invest in our large game version. It is also useful for a one-time team building event such as an “all-hands” meeting where the management staff will run everyone through the game. We have supported many of those kinds of trainings and there is no upper limit on the size of the group — one client had a session of 870 people in the same room!

Unlike a lot of the other designed team building simulations, we have a truly elegant and pretty bombproof design, which allows us to NOT offer train-the-trainer or require certifications or have other kinds of restrictions. Many of our customers simply get the materials, review the overall support documents, go through the powerpoint and — maybe — call me. Many choose not to bother!

I offer free and unlimited telephone support – you talk to the game designer and a master facilitator, not to some “support person.” Few people seem to need the support, though, which says that the included materials are pretty complete. They should be, since we first delivered the game back in 1993 and have played with its design and supporting documentation since that time.

I can also customize the design in small ways, and work with you to design and refine a debriefing that fits with your goals and objectives and within your time limits. Generally, for large groups of 60+, we like to have 3.5 hours to do the game and the debriefing. I like at least an hour and even 90 minutes for the debriefing, since that will help generate the commitment to improve collaboration and teamwork, planning and communications.

We are surprisingly inexpensive, high-impact and very memorable, and the game can be specifically tailored to generate your desired outcomes. This is THE world-class team building exercise focused on improving inter-organizational collaboration and aligning people to shared goals and objectives. It can be run by line managers and executives, too, not just people in training and consulting.

We also have a posted pricing schedule, so you can look at the costs of renting this team building simulation and the detail of delivering the exercise before contacting us.

We think we are the best value in large group teambuilding events, costing lots less and offering more benefits than most other competitors,

For the FUN of It!

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

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Moron Outdoor Training

I have posted up some thoughts before about my views on Outdoor Training and how, personally, I’ve not had much insight or success from those kinds of events both as a participant and observer and from personal experiences when involved in the leadership team delivering such programs.

It is not that I don’t think that outdoor training events can be effective, it’s just from my own personal experiences that I haven’t found them to be so. Paintball, for instance, is a bit too aggressive a message for these times, I feel, and when so many companies are somewhat adversarial in their relationships among people and departments. Right after a layoff, there IS what is usually termed “Survivors Guilt” and there can be some similar sub-conscious things operating that some outdoor kinds of activities can inflame. Juggling balls and discovering how to solve problems like Acid River are just not all that real, in my opinion.

Plus there is the lack of control over the weather. Remember the A-Team TV show when Mr. T as Clubber Lane (Rocky 3)  says “I pity the fool…” (he also predicts the outcome of the fight as “pain” – that sound like training to you?) You can see the clip here.

Well, I had those “I pity the fool” and “pain” reactions yesterday when I was thinking about outdoor training and then saw a weather pattern for the United States for Friday, June 29, that I insert below:

The heat of team building and outdoor training

Yeah, I pity the fool who may have been outside attending a “training program” with the company paying $100 to $300 for them to learn something about something. One wonders how much of the attendees’ full attention would be focused on organizational improvement initiatives or on improving interpersonal relations or on bettering their teamwork with weather that was 100 F (40 C). Me, I would have been focused on, “when will this torture end?” as I was at the Texas outside team building event where the guy got stung by the scorpion — at least he got to ride in an air-conditioned ambulance!

I would rather deliver or participate in an interactive and engaging program like Square Wheels focused on change or motivation or to engage in The Search for The Lost Dutchman’s Gold Mine team building game that could be debriefed around communications or teamwork or collaboration or ideas for motivating and engaging people. All comfortably done indoors.

You can read more of my writings on the issues I have with Outdoor Training by clicking on this link.

I am not against any training if it is solid, links to organizational improvement initiatives or desired outcomes and if it is supportive of all the participants. I do not like initiatives or games where people “die” metaphorically or even where they are embarrassed by their weight or health conditions or any other such impediment. That woman who just had the baby might not really enjoy climbing around in a ropes course or that person with the poor eyesight might not really like crawling through the woods shooting paintballs at other people. The person with the heart condition just might not benefit from running around two different rooms putting balls in different circles.

There are so many good activities that are engaging and thought-provoking that I wonder why we have to do icebreakers that are unrelated to any business purpose or similar. (Yes, I also wrote up my thoughts on that a while ago… link )

Have fun out there and be safe. And if you are playing outside, do drink lots of water.

And this is pretty damn funny:

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click on the image to see the blog post

 

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.

 
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: pinterest.com/scottsimmerman/
Scott’s blog on People and Performance is here.

 

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Generating LESS Collaboration? Really?? And how about even MORE Collaboration!

I am sitting in a restaurant with a not-to-be-named old friend and customer and we are talking about why he sometimes uses a competitive product in his team building trainings. His comment is basically that, “The Search for The Lost Dutchman’s Gold Mine generates TOO MUCH collaboration among the players and between the tabletops.”

And my response was basically, “Really? How can one have too much collaboration among people in the workplace?”

It turns out that I did get his point. Basically, Lost Dutchman sets up measurable improvements when players work together and share information as well as resources across the tabletops. They need a good plan of action and an overall solid strategic plan to manage their own resources, so the game rewards that. But the game also makes extra resources available to a team even though there is no additional benefit to them. Those same resources could be shared and would have great benefits to another team, however.

What we are talking about is a Turbocharger. A team acquiring this resource can move two blocks a day instead of one block, thus going twice as fast as normal. If the team acquires the information about the Turbochargers, they get THREE of them, instead of the single one that they can use. Thus, they gather two extra ones that are not usable and that have no intrinsic value.

ImageImageImage

But my friend did a lot of work with sales organizations whereby the other salesmen were NOT normally collaborating with others. They were not competing, precisely, but they did share common territories and had some overlap in customers. Think of the sales people in a car dealership, for example, who represent the same company and products but who have their own base of customers / prospects and where “sniping” is not a positive outcome.

So, he was using Gold of The Desert Kings, which had some of the same kinds of game dynamics but where teams were more obviously in competition to beat each other and where the overall success of all the teams was less emphasized. Heck, teams that planned badly even died, which might have some relevance to certain workplaces. He used GDK even though he knew that Dutchman was a better exercise for the group. He wanted something that did not reward inter-team collaboration so heavily, since that was not the norm for some of his training sessions.

And he also liked Dutchman more because it was faster to play and easier to debrief. But it was just too collaborative in design…  He was clearly conflicted.

But a moment later, the solution appeared: “Why don’t we design it with only ONE Turbo, so that we reward strategic planning and they can still mine more gold as a team, but it doesn’t set up that much inter-team collaboration as a game dynamic?”

Image

Seemed like a simple idea then and it remains a simple idea now.

It is just one more of the examples of how we can make slight modifications to The Search for The Lost Dutchman’s Gold Mine to make the game more in line with desired outcomes. Instructions for creating these single-Turbo versions are included with the game materials,

For the FUN of It!

How does Lost Dutchman compare to other team building exercises?

The Search for The Lost Dutchman’s Gold Mine is a unique teambuilding exercise in the global marketplace for training and organizational development tools. Unlike many competing products, it offers what we think are an excellent blend of unusual benefits and features as well as our overall sales philosophy that is supportive and simple.

THe Search for The Lost Dutchman Team Building Exercise

Unlike a lot of products, Lost Dutchman has many direct links to business improvement and it can help groups of people focus on how working together will improve profitability and ROI. While this seems like a no-brainer, most organizations find “interdepartmental collaboration” to be an oxymoron and that “interdepartmental competition” is much more the norm. Dutchman is a business simulation wrapped into an experiential, fun, engaging exercise that brings the sub-optimizing aspects of competition to the forefront and clearly shows why collaboration is a big benefit. We have LOTS of users who comment about the excellence of this game for this purpose — making it unique in that focus, we find.

Dutchman also focuses on success! The game design makes it hard for teams to make big errors and die from those decisions, which is common in many other exercises where the focus is more on avoiding failure. (I have facilitators who use my game and some other games who say, “What is so bad about a team dying?” and “I can usually work that point into the debriefing.” On the other hand, they will also say that those teams sometimes disengage badly–like leaving the room or even being very challenging and adversarial in the debriefing discussions– and they will generally agree with my position that dying is not necessarily a good component of the learning process, so why even let it occur?)

In Dutchman, every team is successful, but the ones that do better planning and collaborating are more successful than the others, and can even choose to help the other teams.

We also made a real effort to keep the packaging inexpensive — it is nothing fancy — and to design it so that certification and all those other expensive things like per-participant fees and the like are not included. It was my personal experience in the earlier days when I used another organization’s team building game, that those added restrictions and other kinds of limitations caused a lot of problems in the maintenance of a collaborative business arrangement between me and that other company. So, if I did not like those restrictive and expensive “features.” why would they be included in my business framework.

My game design goals were:

  • to design the best exercise possible for a global audience of workers up to senior managers;
  • to make it link tightly to the actual behaviors we see in organizations and between departments and often work groups in organizations;
  • to make it inexpensive to use and thus generate high value for consultants and trainers to use repeatedly;
  • to make it flexible and useful in a wide variety of different kinds of organizations and developmental situations;
  • to be useful for trainers using it occasionally or for them to be able to blend it into more broadly-based leadership programs than simply team-building events;
  • to design it so a consultant or company could build a business around the exercise and use it with different clients in lots of situations.

The design thinking around Lost Dutchman included avoiding  issues present in some of the other, competitive products in the marketplace. We find that those structures or designs interfere with effectiveness and impact in a variety of ways and simply make the game less of a good value for the customer. Essentially, we felt that:

  • Many of our competitors’ exercises are simply way too expensive. Benefits are not in line with costs, especially when it was a one-time use for a small number of people.
  • Per-Participant Costs are a lousy way to build trust and develop an honest and open relationship between the game agent and the customer. They generate too much friction and administrative burden.
  • Many exercises simply take too long to play and often don’t allow time to adequately debrief the outcomes nor provide time for valuable interactive discussions. Lecturing on an experiential exercise is not an effective learning paradigm.
  • Game leadership often creates intrinsic competition because of the inherent design of the exercise or the role defined for the facilitator. Many designs do not allow for a collaborative leadership delivery style or have restrictive design features. If you are delivering the game, one should be modeling an effective style of engagement, collaboration and facilitation, not being an adversary.
  • Results should be measurable, since organizational behavior is measurable. In Lost Dutchman, for example, we can measure positive results in addition to the sub-optimized costs of teams making decisions not to collaborate and plan and share information among other teams. We do this just as we measure organizational results and outcomes, making the swing from debriefing the game to linking to organizational change quite easy:  “What does Mining Gold mean to us as an organization?”
  • Some of the games have mixed metaphors or design features that make the game very difficult to debrief or they have superfluous content that is too hard to link to other organizational development issues. Team building games should not be supporting competition in our thinking — there is enough of that already in most organizations!
  • Games and supporting products should not require expensive certification training and the costs of travel to training venues. It makes it too expensive to add new facilitators and the tendency would be to cheat the system to get the game in play. It was our goal to make the exercise bombproof and effective while NOT requiring expensive certification or training time.

Our experiences with The Search for The Lost Dutchman’s Gold Mine have taught us a lot about game design and the use of metaphor in generating involvement and engagement during play and debriefing. It is our goal to have an exercise that generates the perceived need to change behavior within an organization to optimize results. Feedback by users says that we have elegantly and effectively accomplished our goals.

You can check out some of our testimonials and learn more about other perspectives by clicking here.

For the FUN of It!

Scott Simmerman, wearing his Coaching Hat and preparing for Lost Dutchman

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant. 
Connect with Scott on Google+ – you can reach Scott at scott@squarewheels.com

Follow Scott’s posts on Pinterest: http://pinterest.com/scottsimmerman/

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Team Building and Collaboration for Performance Improvement – Large Event Management

The past week has been really interesting, since I have had the chance to talk to a lot of people who are now going to start doing some team building within their organizations. Normally, my conversations are generally with consultants and trainers who have been doing these kinds of things and are looking for some new tools and approaches. Many of those conversations were with the, “been there and done that” crowd who were simply looking for some new and better tools.

But this seems to be a new group, rookies in the organizational collaboration and team building arena who have the chance to get things started right. And THAT is really neat!

(Has it really been that long since the average organization has conducted any team building events? Really?)

So, we have been discussing doing team building events with managers and staff and working with slightly larger groups than a training class.Scott Simmerman, wearing his Coaching Hat and preparing for Lost Dutchman

And I have been able to put my Coaching Hat on, and my Event Planner Hat, and offer up some ideas for optimizing impacts. Three of these contacts were going to run large groups (250, 100-200-500 and 1,100 (really!) and I shared some of my learned Best Practices for maximizing impact.

Basically, that approach involves getting all the Most Senior Managers into one room for 3/4 of a day. The session starts with a normal delivery of The Search for The Lost Dutchman’s Gold Mine, debriefed along the normal lines of collaboration and teamwork and planning. But then, the debriefing shifts to asking about the kinds of behaviors they would like to see from the people at the large event. That is always interesting, and the focus is on the shared mission and vision and generating alignment to goals, objectives and expectations.

Then, we TRAIN this group of Most Senior Managers to be able to support the delivery of the exercise. This group serves as the Provisioners and the Co-Expedition Leaders, operating in the environment where, “The Goal is to mine as much gold as we can.”  Oops — that should read “WE.”

The exercise is about getting help along with information and on collaborating and sharing information and resources to optimize results. But what these leaders see are people choosing NOT to get available planning information, to compete rather than collaborate among tabletops and to choose to not get help from the leaders who are there to help!

By having these real Senior Managers in this game delivery role, it is a great learning lesson on how to implement change and support high performance. One cannot simply TALK about it, they have to behave consistently and congruently. While a few of the teams will have precisely what they need to perform at a high level, those same teams will often choose NOT to collaborate, to thus “win” the game at the cost of negatively impacting overall organizational results.

Anyway, it is really neat to see these kinds of large events start happening again, since they can be powerful events to engage people in change and improvement and to lead them out of the current “engagement doldrums” that we seem to find ourselves.

Have some FUN out there yourself!

Scott

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