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

Month: April 2013

Performance Feedback – Breakfast of Champions!

Feedback is a real key to intrinsic motivation and performance management. And most organizations can make big improvements in how people can self-maintain and self-improve if they just stepped back from things and looked at them differently.

Many years ago, we polished up and used a simple 14-point checklist that seemed to hit on the most important aspects of people getting the feedback they need to improve or maintain the highest levels of performance. To some degree, many of the items are a bit unrealistic or idealistic, but they also represent possibilities and reframes and potential things that might be addressed or improved or designed. Some of the items on the list are below, and you can click here to download the pdf file of the checklist and explanations: Analysis of Feedback

1.  Information on performance is based on actual measured accomplishment and not on estimates or opinions about how results were accomplished. Some people may appear to be very busy or doing a good job, especially if you are there watching them. Others may work at a slower pace and not appear to work as hard. Personalities differ and opinions about accomplishments may not reflect actual results. Good measures of results need to be implemented.
2.  Information highlights areas of performance that have quantifiable value to the organization rather than more general areas of preference Be concerned with results that produce bottom-line impacts. Sometimes, we get focused on issues of little or no importance to profits or quality or revenue. While a poor producer may chew gum and come in late, it is better to focus on the productivity than on the gum or lateness.  Feedback should focus on more critical issues.
3.  Performance information routinely goes to the people who do the work, rather than mostly to management.People see summarized results. People need performance data, not just feedback from management. In the absence of specific information, people will often assume that all is okay. Alternatively, some managers may only say something when results are not good, missing on the opportunity to comment positively.  Information on results provides balanced feedback.

Some of the other items are:

13. Data is expressed in a positive way.  This means “results achieved” and accomplishments rather than failures, complaints or errors. Regular negative information (such as error reports) has a tendency to be ignored or debunked and thus become ineffective motivators over time.  People tend to learn ways to avoid the negative as opposed to improving the positive.
14. Information is summarized to interested levels of management to insure recognition of achievement and continued positive involvement of others. Without the observable support of top management, few feedback and performance improvement programs are maintained. Top management will not support programs in the absence of reliable and actionable information. Top managers are generally unlikely to continually request and review information that is not positive and current, reflecting issues of performance related to bottom-line impacts.

In playing with this in workshops over the years, few managers would say that they attained even 8 or 9 of the 14 possibilities, but they were always impacted to consider ways that they could improve the feedback systems, even to go toward simple checklists or other things on a random basis — like a post-customer-contact call list to self-assess if customers were called by name and asked if they had any other questions and if they said they were satisfied with the contact. Stuff like that can be a powerful reminder of things to do and can be intermittent.

Shifting focus, let me address the play of our team building game and how we try to add performance feedback into the play to make it a more powerful learning experience.

In my post on Perfect Play, I shared a bit about how to debrief really good performance. You can see it here.

The idea is around how to motivate performance and build intrinsic motivation.

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The performance situation, briefly, is that tabletops are challenged to “Mine as much gold as We Can” and given resources they need to manage a 20-day journey to the mine and back. They have a variety of choices to make as to resource management, risk, route, information and similar. Once they leave the home base at the bottom left, Apache Junction, they move toward the mine on one of three routes.

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Some facilitators just let the groups play. In all of my games, I have a map on an overhead that also has “dots” of some kind that represent each team. Thus, every team can see the location of each team every day. Some teams might stay at Apache Junction for an extra day or two to acquire information, while others might take the high risk, apparently shorter route across the bottom of the map.

Since the goal is to mine as much gold as possible, the more days that teams are able to spend in The Mine (toward the top right), the more gold they get. Since they have to return to Apache Junction by Day 20, we can also see who leaves when and what route they use.

A design feature of the exercise allows for some teams to stay much later in the mine and get back twice as fast, This becomes VERY evident when a few teams return on Day 18 while other teams have just left the mine. The former, who are often a bit information-starved or resource-deprived because of their choices, see this discrepancy and this generates their conversations about how this is possible and what they might have done differently.

By the time we get to the debriefing, they already know what they could have chosen to do differently and the role of the facilitator is to bridge that information from the play of the game into the realities of the workplace and the issues of alignment, information sharing, collaboration and optimization of results.

Because of the map, I think we set up a neat little situation of cognitive dissonance and thus the motivation of the lower performing teams to discover these unknown best practices. At the same time, the map reinforces the higher-performing teams for the planning and collaboration that they did during play that helped them perform at a higher level.

My personal belief is that this feedback – the visual aspect of the map and the movement and performance of each team — helps generate a more effective debrief.

In the workplace, we have higher performing individuals and average and poor performers. If we make the performance a bit more obvious, and make the tools that are used (best practices) better-known and understood, we should be able to create these same kinds of gaps in actual and desired results, lending to better intrinsic motivation and self-directed improvement.

I may be wrong, but I do not think so. I think we can help people perform better, build teamwork and esprit de corps, and make the workplace a more engaging place.

You might also find this article on Managing Flow to be of interest:  high_performance_team_flow

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/

Managing The Mavericks – Caring for the High Maintenance Employee

Lisa Woods penned a really great article on managing the people who are the atypical and hard to manage high-performing and uncommon individuals.

Elegant Solutions

She starts her article with:

“The High Maintenance/High Value Employee.  They earn that name because they require a full fledged management program to reach their peak performance, coupled with an extensive maintenance program to keep them functioning there.  It sounds like a lot of work and it is, but when it comes down to results, if you want your business to stand out above the rest, these are the people that will help get you there, make your business more competitive and create a notable reputation in your industry.”

For me, this gets at a lot of issues and opportunities and, as someone who has found it hard to work in most workplaces, I resonated with a lot of what she has to say. I’ve now been running my business since 1984 and I am glad that I am not working at the Post Office or in some bureaucratic / administrative job somewhere…

Here are the 8 traits that identify these High Maintenance / High Value people:

  1. They are NOT great team players. They would prefer to do their own thing and make their own rules.
  2. They don’t care much for company policy. They know their own value and can’t be bothered by structure.
  3. They don’t like a lot of attention and public praise, for others or themselves.
  4. They are there to work, bring value and move on.  Office cheers and high fives appear very superficial to them.
  5. They are very willing to help others if asked, but do not follow up and maintain a working dialog with the individuals they’ve helped.  It is more of a on-off relationship.
  6. They typically create outstanding relationships with their customers, clients, suppliers etc.
  7. They have a reputation for getting away with things, going rogue, without recourse, because people are afraid of their emotional, sometimes angry, reaction.
  8. They show signs of greatness & creativity, but it is inconsistent, mostly occurring when a problem is brought to them, or when they went on one of their rogue adventures.
  9. They probably have notations in their performance reviews that indicate large swings of ‘outstanding’ to ‘needs improvement’.  At some point they may have been considered for termination because of it.

Yep. I can sure identify with that list. And I’ve had the distinct pleasure of working with some of those people over the years. You can probably guess, after reading Lisa’s article that she can also identify with that framework in some way.

Lisa also shares ideas as to how to support these people to optimize their continued engagement and high performance. Innovation and improvement will come from the edges of organizations and these people are often on the edge.

You can read her whole blog here – Caring For The High Maintenance/High Value Employee

Written by Lisa WoodsPresident ManagingAmericans.com

lisa5Lisa is a successful entrepreneur, world-class marketing strategist, and dynamic business leader with more than 20 years experience leading, managing and driving growth. Throughout her career, Lisa has been influential in integration techniques, organizational and cultural overhauls, financial turnarounds and developing employees into exceptional leaders, results driven managers and passionate team contributors.

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Hope that you found the article of interest,

For the FUN (and benefit) of It!

Scott small pic

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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Rewarding High Performance in The Lost Dutchman’s Gold Mine teambuilding game

Managers do not often deal with good performers in effective ways. Relying on extrinsic rewards is often a formula for completely missing the real underlying motivation of many high performers. Extrinsic reward systems are often problematic and cause more problems amongst the bottom 70% (who never win and are thus losers) or generate behaviors that are not congruent with missions and visions of the organization. I chat about that in a lot of my blog posts, most recently this one. There are a lot of posts on extrinsic motivation here.

The Search for The Lost Dutchman’s Gold Mine is a team building exercise that is a bit unusual in that it focuses on the collaboration between tabletops to optimize the measured results. It is only partly about winning — it is more about what the higher-performing teams could have done differently to support the lower performing teams to optimize overall results. The goal is, “To Mine as Much Gold as We Can” and to optimize the Expedition Leader’s return on investment. Obviously, the more ALL the teams perform, the better the overall results.

It also tends to generate a My Team, My Team, My Team kind of response in so many cultures that tend to reinforce competitiveness as a basic operational strategy — something that tends to make the words “Interdepartmental Collaboration” an oxymoron in so many companies. The reality is that more collaboration will most certainly improve organizational results, engagement, service, cost reduction, innovation, etc.

"My Team, My Team, My Team" focus can cause more competition than collaboration

A “My Team, My Team, My Team” focus can cause more competition than collaboration. The goal is to optimize organizational results, not win!

In Dutchman, teams can spend an extra day gaining information that enables them to optimize their results. One metaphor is a strategic planning one that allows them to re-allocate resources to have a better likelihood of success. The other is a Best Practice, one that enables them to move faster. It also gives them things to share with other teams – Turbochargers that double the speed of movement.

We’ve been supporting a network of consultant users and trainers since 1993 and have received most excellent feedback. As I note in another blog, we recently had the first Perfect Play that I have heard of. Some groups or triads within larger groups come close, but none got it perfect until David Simpson’s group of three teams with the retailer Coach. Now, the issue is optimizing post-game impacts and generating increased collaboration among the store managers now back at work.

Perfect Play has its own results summary powerpoint show.

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We first show what ONE team could do to optimize their results — it is about planning and using information and resources properly. Their path would look like this, with the 20 days numbered in the circles:

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They reach the Mine on Day 8, using up all their resources and returning on the last day possible, Day 20. The summary of results and resource use looks as follows and they had a surplus of $50 worth of stuff as well as two Turbochargers that they could have shared with two other teams (if they chose to). That sharing would have generated six more days of mining if all things were good.

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But the real Perfect Play occurs when two teams decide to collaborate with each other on the planning and then involve another group into their collective. That looks like this:

Microsoft PowerPointScreenSnapz009Instead of one team mining 9 gold, this framework allows for two teams to mine 10 and that extra team to mine ELEVEN. This has only occurred in David’s game. And it makes for a great debriefing, in that a lot of the right organizational optimization behaviors have occurred in play, the teams managed things in a relatively stress-free mode (with no fear of real failure) and it carries over very neatly into the discussions of what they could choose to do differently.

A high level of information sharing is needed. The resources are tight to generate this perfect result:

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And that very last part needs special mention.

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To get a Perfect Play, the three teams need to ask for $50 from the Expedition Leader! I mean, is that a perfect design or what?!!

From among 100 or so debriefing slides, we might emphasize these six:

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LD Debrief Triad 2

 

Our goal is to get successes among the players and among the teams, show the direct advantages of inter-team collaboration in the game, and bridge to the special advantages of inter-team collaboration back at work. The opportunities to share resources, collaborate, share best practices and help each other be successful in operations has huge leverage within the workplace as well as between departments. So, we use these kinds of handouts to generate ideas for improvement and discussions about choices we are making:

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And, my new game will focus even more attention on post-game collaboration and organizational improvement. You can see a few of the game design ideas 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/

What do you do when they do things PERFECTLY – some thoughts on team building

This blog is about Perfect Performance and shares some ideas about how we can support teams and leadership in the quest for continuous continuous performance improvement. The context is how groups play our business simulation, The Search for The Lost Dutchman’s Gold Mine, a team building exercise focused on, “Mining as much Gold as We Can.”

My framework is that I think we can do this better. I think that situations around individual and teams performing well are not generally handled well and that some managers think that doing nothing might have fewer side effects than actually recognizing results. My thinking is buttressed around all the dis-engagement we see in statistics about workplaces (70% of people are dis-engaged and badly managed (link) and that 53% of “job separations” are from people quitting the workplace (link).

I also assume that some people, some days, do exceptionally well. Should they be recognized? Sure, but the reality is often that the (extrinsic) rewards system in place will not handle such a thing and the supervisor does not want to differentially reward someone for the perceived problems it might generate in the other people. Good bosses are expected to recognize good performance, but that first article on dis-engagement (link) would suggest that there are a lot more bad bosses than good ones…

There are lots of coaching writings on giving praise and similar, so I will leave you to your own devices when it comes to ideas for dealing with individual performance. My thinking is more along the lines of how teams and groups respond so I will focus on that.

Not knowing quite how to start this off, I will simply relate a personal experience where I was at one of those group “outdoor experiential events” where we were solving a series of those simple problems as a group outside. There are a lot of different kinds of these things but they are basically the same: a group of people is told about a problem, they collaborate and trial-and-error some solution, and meet or beat the time allowed for that activity. Then, sometimes, they are allowed to do it again to see if they improve (they always do — duh!)

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The belief is apparently that the group thinking process will work to help them solve a problem that an individual might find difficult. And the facilitator seems almost frustrated when the problem gets solved easily — it is almost like they feel that they screwed up. So that “facilitator” may now get into a sabotage mode where they tell certain people they cannot talk or they move them out of the group of some such thing. (They did it to me — I was not allowed to talk because some of my ideas were actually facilitating the group process — Note: I am still pissed about it many years later.)

Maybe the facilitator’s goal was good, that they wanted to be sure that everyone’s ideas were heard, that they wanted some stumbling and fumbling, etc. But when I tried the strategy of directly asking this Group Leader for the best time achieved or a sample of the solution, it got almost adversarial between us. The person was NOT facilitating group performance; they were facilitating the exercise!

I build all my exercises so that the leader is facilitative. My belief is that leaders should help and that teachers should teach and all that stuff — and when those same people seem like they are sabotaging learning, I have a problem with that.

In my games and facilitation toolkits, I reinforce this opposite kind of situation, For my money, leaders and facilitators should be actively supporting ideas and energy and helping move things forward instead of getting into the way and blocking things.

Thus, it was really cool when David Simpson emailed me last week saying that a group of three teams in a session he ran for a client actually pulled off a Perfect Play of my team building game, The Search for The Lost Dutchman’s Gold Mine. He asked if I would generate a Certificate of Achievement.

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The teams performed well. Instead of designing in failure, the Dutchman game rewards high performance. Every team is successful, but the ones who get more information and plan better perform measurably higher. SO, his three teams did a Most Excellent Job in playing and the debriefing was focused on applying the same lessons of collaboration, planning, communicating and sharing ideas and best practices within their business. All players were managers of retail stores and all of them had ideas that helped their stores perform, so why not share those ideas to improve overall company results.

David and I talked on Skype yesterday and we shared some ideas about how he could continue to reinforce these ideas. My suggestion is to have the more senior manager of these stores (and HR) do some group recognition and individual reinforcement of what they accomplished and to do it publicly. I believe that the game is really hard to beat — this is the first Perfect Play that has been accomplished — and thus it would be interesting to challenge the other groups who will play the exercise to do it to perfection. We have not tried that framework before.

This blog is getting a bit long. I will post up some of the issues around Perfect Plan in another post.

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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Team Building – Failures and Designing for Success

My friend Andrew Grant at Tirian is an Aussie and a great writer and thinker about all things team building. I just now got his newsletter and thought to repost it here. I strongly recommend that you read this and click on some of the embedded links to his other thoughts and writings.

More Better Faster Strategy

Here is what Andrew had to say:

Overcoming the IFS and BUTS of Team Building

The Australian swimming team’s performance in the London Olympics was the worst on record. This is a country where most children can swim before they can walk, and Australia is usually one of the strongest countries in this category, but this time around something went horribly wrong. A recent investigative report into the swimming team’s poor performance by Dr Pippa Grange has revealed that whilst the swimmers were all highly skilled physically, there was what has been described as a ‘toxic culture’ in the team. This led to, Dr Grange believes, ‘an increase in individualism, and in turn a diminished sense of responsibility or connectedness to the team’. Described as ‘a schoolyard clamour for attention and influence, with a ‘science’ of winning appearing to overshadow the ‘art’ of ‘leadership work”, the report has highlighted the need for strong leadership and alignment and a collective purpose.

It’s in situations such as these that developmental team building has a critically important role to play, as ironically all these soft skills can dramatically impact the bottom line outcomes. And yet there can be a great degree of cynicism and scepticism about the value and purpose of team building, and as a result it is often ignored – but at great cost.

How is it possible to design a team building session that works?
The typical response of individuals to the prospect of having to participate in a team building exercise has, by one jaded observer, been described as a ‘groaning’ response. Some feel they have ‘been-there-and-done-that’, while others are concerned about taking out valuable time from their day to do something that they feel is irrelevant (playing games). Some people reluctantly participate out of a fear of being seen to not conform, but they do so with hidden contempt. In these cases the team building program can be in danger of backfiring.

Through innovative simulations and engaging facilitation positive intervening experiences can and should be created. When professionally designed, these experiences can break down the barriers and provide unique leadership and team development opportunities and outcomes.

So how, exactly is this achieved?:
1) Check the group is 100% on board (challenge by choice)
Example: We once had a boss want to run an adventure based program, but he assumed that everyone would want to do what he did (a common mistake). He didn’t realise some people just don’t like running around chasing clues or being physically challenged. After a number of complaints the adventure idea was ditched. We ended up in an exclusive luxury resort in Japan where one of the unique cultural elements was to sleep on the floor! As this experience was so culturally different from anything else the team had been involved in, the desired goal to create a ‘unique’ experience that would challenge the team was achieved. We created a 3 day program around this event that really broke down the barriers and achieved incredible outcomes.

Solution: Taking people slightly outside their comfort zone does have benefits as it can challenge individuals to examine their behaviours, (with no hierarchy) but not to the point of discomfort where individuals feel coerced or threatened. Choose activities that all are comfortable enough with and all can participate willingly in.

2) Ensure the facilitators are skilled
Example: We recently ran a program with a skilled PhD trained facilitator from McKinsey – as she explained, facilitators at her level can spend hours just crafting a single question to ensure that the team can gain a major insight from the experience, and then adapt their behavior as a result. For the activity to have meaning there needs to be a learning outcome where some insight dawns on the participant in a way they will never forget, as it’s connected to the experience. Like a good chef, this goes way beyond simply knowing the individual ingredients to being able to design the final professional creation (a carefully blended combination). This is not the sort of experience where a university student tells a team to open the next clue, and then asks them ‘how they feel about it’.

Solution: Ensure that the facilitators for the program are qualified and experienced. Inexpensive and inexperienced facilitators might save on the day’s budget, but the real cost is wasting the participants’ time if an activity cannot be properly framed, contextualized and debriefed.

3) Ensure the program is both intelligent and relevant
Example: The danger with the ‘Amazing Race’ type exercises is that these programs tend to be linear with shallow content, and whilst fun, the time invested is often not worth the outcome. This easily leads to the ‘groaning’ /contempt effect.

Solution: Ensure the program content is intelligent and relevant: good team building should have an authentic theme to make it memorable, with intelligent and relevant facts and case studies related to the theme. As an example, one of our most popular programs which uses this strategy is ‘ON THIN ICE’. The program is a simulated expedition to Antarctica, with lots of video footage and interesting facts and information about the challenges faced by actual Antarctic expeditions. During the simulation a variety of issues related to virtual and cross cultural team challenges, leadership challenges, communication challenges and so on quickly surface. With careful questioning and framing, the real issues can be effectively and professionally dealt with. To add some inspiration, we often invite a polar expeditioner in to share first-hand stories of the challenges individuals and teams face in these high pressured situations, and the leadership skills needed to survive.

4) Focus on the key outcome rather than the activity – creating high performance collaborative teams
Example: A client once came to us asking to design a highly competitive team building program. When we enquired about the desired outcome, we were told ‘collaboration’. Even as the question was being answered, the client began to see the irony. This client was focusing on the activity rather than the outcome. Most work teams would struggle with the ambiguity of collaboration in a culture that breeds self-survival and competition. And yet the productivity of a work group often ultimately depends on how the group members see their own goals in relation to the goals of the organisation. As 4 out of 9 people struggle with successful collaboration in the workplace, this should be a key focus of any team development program.

Solution: Team building programs need to be engaging and exciting, but not at the expense of reaching what must be the key goal of any team development program – collaboration. Simply participating in a collaborative exercise will also not be enough. Anyone can collaborate when they need to and when the conditions are controlled. The experiential learning opportunity created should drive home the need for true collaboration no matter how challenging the circumstances. (Read his post on The Collaboration Deception here)

Simulation for success

In most organisations employees are required to make more complex decisions more quickly, with fewer resources and no margin for error. Becoming good at this necessitates something few people have – opportunities to practice.

Musicians, actors and athletes wouldn’t dream of performing without extensive practice. But how do business people practice? Mostly they end up making mistakes and learning by trial and error. But learning from real mistakes can get expensive – both for the company and for the people who make them. Simulations create a “virtual practice field” that allows individuals and teams to test assumptions and experiment with ideas without having to suffer financial reversals or career setbacks.

So what does effective team building do? Peter Senge says that companies need to create practice places where issues that arise in the work place can be isolated and focused on. This enables the team to see the consequences of particular actions and incidents that can occur very rapidly in the workplace, and ensure they can be examined in more detail. The complexities of the everyday working environment can be simplified and analysed. Actions and attitudes that cannot be reversed or taken back in the real world can be re-tried countless times in a protected environment. If the participants are successfully brought on board, the environment is favourable, the content intelligent, the method educational, the facilitator skilled, and the focus correct… team building experiences can be high impact and highly transformational.

As Plato has so cleverly identified, “You can discover more about a person in an hour of play than a year of conversation.”

Ensure the experience is well designed and planned, and you can ensure great success.

You can sign up for Andrew’s Great Stuff  at www.tirian.com/articles/about-t-thoughts/

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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Spring into Innovation – Some Thoughts about Involvement and Motivation

There are a lot of blogs and groups focused on the themes of innovation, and so many know so much that it continues to be mind boggling.

There appear to be two main camps, one that says that Innovation Occurs in Big Leaps and one that focuses more on what I have been calling Continuous Continuous Improvement for many years (that label from the Department of Redundancy Department!).

The Big Leaps People tend to use a specific set of creativity and structured innovation tools and an “outsider’s approach” and look for huge quantum jumps in things. These kinds of innovators get most of the attention from Fast Company and Wired and the venture capitalists and represent the Heros of the Universe. For people with this viewpoint, creativity is a learned skill and one that often takes on a very structured approach to opportunity identification. Think of the creative meetings at advertising agencies that push for the Big Idea on TV and reward those extravagantly.

Sometimes, that One Big Idea just appears out of nowhere and is so enticing that people can raise millions of dollars from others who see the potential. That is why some of the big software companies spend bazillions on some new idea from some small company long before it shows that it generates a cent of profits or is worth even a tiny portion of a bazillion dollars.

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Sometimes, we can be focused on our wagons while only the horse sees the idea of the cargo plane. (So, the solution is to hire the horse?)

But there is another kind of innovation that gets my interests, since it has so many impacts on people, performance and the workplace. It has links to leadership and motivation and organizational development.

Me, I like the writings of people like Sidney D’Mello, my new professor friend who focuses on confusion as a key to learning and retention. People learn more when they are placed in a situation where some problem solving is required. I like the literature on facilitation and collaboration that enable people from different viewpoints and backgrounds to get together to consider possibilities of doing things differently. In those kinds of workshop sessions, we get an occasional Big Leap, but more often, it is framed around the improvement of existing work processes.

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Improving existing work processes can have BIG impacts on motivation, performance results and innovation, however. That one small, implemented improvement can make a BIG positive impact on one person who has been frustrated in dealing with that issue, and it can be the first step forward of many more. Seeing that idea implemented by one person can help reassure the other people that the organization is willing to consider doing things differently, which can then involve and engage the others in rolling forward.

So, now that Spring has Sprung here in South Carolina, we are enthused by a new addition to our games and toolkits.

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This interesting new development is the completion of our team building and creativity game, Innovate & Implement. This is a fun, fast-playing board game designed to enable innovation and get ideas implemented into the workplace. We get players into a problem-solving framework whereby they need to work together and deal with different kinds of common organizational roadblocks.

Take a narrative pictorial tour of Innovate & Implement by clicking on the link. It is a fully-packaged organizational intervention designed to involve and engage people in generating new ideas for doing things better and faster.

Good ideas exist but to implement them, people need motivation to overcome barriers and issues. This is why I&I is more than just a game–it works to engage and enlist people and teams in improvement initiatives.

Open a window for innovation and implementation in order to impact your employees and organization with positive, refreshing improvements. And have more FUN out there!

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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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