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

Tag: The Search for The Lost Dutchman’s Gold Mine Page 1 of 2

Faster Play = Longer Debriefing

When initially designed 25 years ago,  The Search for The Lost Dutchman’s Gold Mine was to have a solid front-end that challenged teams to put together a plan of action managing their limited resources and to push players to work together to develop a shared strategy and plan of action. The Intro was focused on them making specific choices around collaboration and strategic planning.

(note: this post is actually written for users of the exercise, but it also speaks to our overall design thinking and features and benefits of Lost Dutchman over some competitive products which you might be familiar with.)

We also wanted this planning time to set the stage for play and the processes for playing out those team decisions to be clean, fast and simple. While some people have questioned the strategy of having a really simple “play” of the game, this has proven itself to be a good decision — faster play allows a longer debriefing time, and debriefing is where we generate commitment to change and manage post-exercise expectations and implementation.

We chose to use 20 days for play with a simple design that allowed the days at the end to be as short as 30 seconds each even in fairly large team events. It was the initial team decisions that either facilitated a lot of success and some low-stress play or some less-than optimal decision-making and planning that generated high-stress and scrambling for resources to succeed. By design, every team mined gold, but the teams with the better planning got better results and could also assist the others.

The Search for The Lost Dutchman's Gold Mine team building game

Basically, I found that it was best to give a detailed overview, with a good bit of redundancy, so as to maximize understanding. In this way, the players could make the best decisions possible to maximize the results and have the fewest mistakes. Heck, I even found that by adding “Most Common Questions” as a slide set at the end of the Intro to review the key points that I had already made saved me delivery time, since those were questions commonly asked of me that delayed getting started.

My thoughts were around optimizing play and minimizing the dumb mistakes and being detailed enough to enable players to get a good start in the 15 minutes of planning time given. It was also found that by shortening or deleting things, such as the time spent in generating the suggested Team Roles, the disorganization caused them to take even longer in getting started. Having roles enabled them to listen to the instructions more carefully and allowed them to get moving with the planning right away.

My associates in India asked how they could take the normally 45 minute Intro and set-up and reduce it to 15 minutes because their client had “a tight schedule.” Their thinking was that shortening it would have no impact on the team building, subsequent planning and play. They had this schedule for an upcoming session of 140 people:

  • Intro and briefing – 15 minutes.
  • Planning – 15 minutes
  • Play– 50 minutes
  • Break – 20 minutes and
  • Debriefing – 50 minutes.

Well, I like challenges… So here are some thoughts about the dilemma:

The actual team building process occurs during the initial stages of the game in the 15 minute planning period. A long, detailed and a bit redundant introduction gives every player all the details of play and even some tips for optimizing results. Everyone knows all the rules and details, thus the discussion is not about what but about how to execute. They all should be equal participants in the discussion of strategy and overall decision-making and therefore would all share in ownership of the end result.

There are no really good, simple ideas on speeding things up the Introduction. I played with this a LOT during the first 10 years of playing and selling the exercise and found this to be true: If you keep something out of the Introduction, it either generates a question that takes at least as long to answer or it creates a problem with misunderstanding and a playing mistake they blame on YOU.

My focus on delivery has been to generate an effective and efficient way to present the information so that players are clear about the details of the rules at the start of their planning. I have found it to be faster to go slower and be more redundant in the Introduction. This way, players and teams make better decisions and play with better results and have fewer questions and run into less difficulty at the end. (Or, at least they have all the information on which to make a less than optimal decision (grin) ).

My finding is that speeding up by shortening the Intro information can slow things down in different and unexpected ways or causes more mistakes and poorer play and all that… Plus, it helps in the debriefing if all the players understand all of the operating rules and have better understanding and perspective on the choices and the impacts.

(They all “get” the planning metaphors of The Videos, for example. They were all offered the opportunity to acquire one or both before heading out and it was their choice to get or not to get them. The Videos are not a surprise in the debriefing, just the information that was in them and the reality that it could be shared with other teams.)

Okay, some ideas for speeding play and saving time:

Start on Time –

Demand that the session starts when scheduled and that everything is ready to go. Generally, this means delivering the game the very first thing in the morning. If there is breakfast, ensure that the hotel or center staff is there to help clear away the dishes and that there are stands around the room where plates can be taken. Have the tabletops all set up, including the tables for the Provisioner.

It is scary how often these programs with known “tight timing” issues do not start on time. This is especially true if there is some manager that. “needs to say a few things to the group before you get started.” I have lost 30 minutes or more from these “few minutes” while the content of that introduction could have been in an email to everyone. Often, these managers are not professional when it comes to presenting in a timely and efficient manner so it is YOUR responsibility to get that part of the program done quickly.

If you are starting after lunch, be sure to have someone who works for you on the lunch floor pushing the timing so that people can come into the room. Make the room inviting, with music and a slide show of pictures or something similar. Get them in and KEEP them in until you are ready to go.

And, again, do not allow for a few minutes of “more introduction” by anyone other than a professional presenter who knows the meaning of “ending on time” for their part.

NEVER EVER play the game at night with alcoholic beverages. Those sessions are absolute disasters – and no one will remember anything the next day.

Team Roles
One idea might be to not assign roles during the Intro and let teams figure that out during the planning. That saves a bit of time, but the teams will be less organized. Thus, decisions might take longer if roles are not clear.

However, if you do that, DO stress the selection of the team Trader but maybe not the others. Having one person be accountable for bringing resource cards to the Trading Post is critical to efficient delivery.

The alternative is to assign teams and tables prior to the session, and you can also suggest team roles in that assignment, You can list table # and team member names with roles on the sheet. (Make the most senior manager the Team Trader, though — they do the most work and get isolated! See this blog for more information on players and roles and assignments.)

Pods
And DO separate the groups into distinct pods for large group events. If you have 120 people, you could play with 2 pods of 10 teams each or 4 pods of 5 teams each. It is certain that the pods of 5 teams each will play faster than pods of 10. You would also need more floor support, but that would help to answer questions and respond to problems more quickly. It would be easier for a Provisioner to spot a team that is having trouble with a smaller pod, and thus direct help toward that tabletop.

Team Size
In my experience, smaller teams play faster — if you can set up as groups of 4 players per table, the planning and the play will go faster. So, a session of 24 people would play faster with 6 tables of 4 rather than 4 tables of 6 players each. But that takes more support from your team of delivery people with larger teams. It depends on how many support people you have but the more experienced help on the floor, the easier to solve problems. (Note – I use senior managers to support my large group events! See this blog for rationale.)

(If you do that, use a different Team Roles Form than the one showing 6 job roles at the tables and in the slides.) Maybe have only the Leader, Trader, Analyst / Supply Expert and Collaborator…

Decisions of smaller tabletops will be faster and usually better — but they MUST understand all the rules and themes and issues.

For those of you with 24 people, having 6 teams of 4 will be faster than having 4 teams of 6, for example.

Floor Delivery Support
You can trade off SUPPORT PEOPLE ON THE FLOOR against covering things in PowerPoint Intro. The less you talk about, the more questions and the longer the “15 minutes of planning time” will take. This is especially true in a large group as in this session of 140.

If you do shorten the Intro, be SURE to have knowledgeable co-Expedition Leaders on the floor for each 3 or 4 teams. It will change the dynamics some…

Breaks
My way of speeding things up is to have NO BREAK at the end of play – telling players that team play should allow individuals to take a break for bathroom or drinks during play. Cookies and coffee and the like can be in the room or even served to the tables by staff.

A “scheduled 20 minute break” (with 140 people) can run out to 30 minutes or more, which is very common with large groups. And it is probably the people last to arrive back that need the debriefing key learning points more than the others.

Large groups are much less manageable from a time perspective if they leave the room. Make them Break during the Play of the game, not afterwards. Make it impact their team, not you and the rest of the group!

Results
Minimize the review of game results but use the results summary and overhead projectors to allow everyone to see all the results from all the teams. That generally reduces questions about “who won” and why and allows you to focus on the issues of optimization.

Focus on the differences between the high and low teams and ask if the higher performing teams had resources that they could have shared that would have generated MORE RESULTS FOR YOU — not a winning score for one team…

I often do NOT show the Perfect Play summary of woulda-shoulda, but do focus on the fact that there were 3 Turbos that could be shared so that 3 teams could have used the Turbo to return in 4 days, as opposed to less than 3 (look at total TF Videos to see the number of Turbos available versus the number actually used (get that off the Tracking Forms at the Trading Post). THAT is probably the most important number for the entire group — that plus the days back early because of resource mis-management and bad planning decisions.

The Turbos are the Best Practices that generate better results with the same effort and they represent the leverage generated by collaboration among teams in the workplace. There were sufficient resources, but a good plan of action with engaged and involved teammates helped maximize results for the team — why not for the group? What would they need to do differently in the workplace…

Debriefing
I deliver the game as a learning event, not as a fun activity. Thus, for me, “The play of the game is an excuse to do a debriefing on choices, behaviors and the issues of engagement and collaboration.” Thus, I will demand that I have the full time allotted to the play and that we start on time

And I try not to lecture nearly as much as I try to allow tabletops to discuss specific issues and opportunities. I facilitate the game much more than I “teach” from it – their thoughts are more congruent to their issues than any idea that the game Expedition Leader might have.

If possible, I try to coach the most senior manager to engage people in a discussion. This is sometimes dangerous since their preferred style is to talk at the people, not engage them. I have had to cut off such attempts at “training” more than a few times, generally with something such as, “Why don’t you spend 5 minutes and discuss that key learning point at your tabletop?” (And then take back the control of the debriefing…)

Turbos are best practices that can be shared – thus it begs the question, “What turbochargers are available that we could share with other groups within the company?”

(You can view a long slideshare on debriefing experiential exercises, framed around Lost Dutchman, by clicking on the image below:)

LD Slideshare Debrief cover

My debriefings generally focus on the dynamics of team interactions and desired collaborative behavior. My illustrations and questions anchor most of the debriefing to the desired client outcomes for the event. On occasion, they just want to have fun — I can usually persuade the leadership to get more value by increasing things like collaboration or sharing ideas around motivating others as part of a leadership development theme.

For large events, we discuss desired outcomes a lot prior to the event so that everyone involved in the delivery design is on-board with what we are trying to accomplish. In play, I most often end with tabletop discussions around, “What does mining (more) gold mean to us as an organization?”

corporate team building ideasLastly, do all that you can do. (You cannot do any more than that!)

Work as best as you can to meet the commitments that were set, but realize that you may not have all the control you need to make this optimal. Various things will decrease your available debriefing time. Senior managers may feel the need to espouse on certain issues they think are critical — and they probably are — but that can cut into your plans.

And have FUN out there with the delivery. If you have fun and work the issues, they will have fun and also work the issues.

If you have any thoughts or ideas about improving the speed of delivery, we would love to hear from you. Anything we can do to increase the debriefing time is a worthwhile alteration, in my opinion. Many of the changes suggested above will have impacts on the dynamics of delivery, I think. SO be careful out there!

YOUR thoughts on all this would be Most Excellent!

Note: Thanks for reading this far. To improve and impact our debriefing and make the exercise even more memorable, we are in the midst of adding LEGO characters to our Introduction and some of our Debriefing materials in all versions of the exercise, with the thought that the game can better tie in with our Square Wheels® approach or be more congruent with consultants using LEGO Serious Play tools or simply using LEGO in general. We have NO affiliation with The LEGO Group or any other organizations and we are using the “useful article” approach to issues around intellectual property.

For the FUN of It!

Dr. Scott Simmerman, Surprised 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

Scott’s blog on People and Performance is here.

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

 

Why do teams choose to compete rather than collaborate?

People continually make choices, selecting responses from their existing set of “behavioral alternatives” and often simply choosing to do what they have done before. The book, Thinking, Fast and Slow” by Daniel Kahneman does an excellent job of sharing the research on decision making and thinking. (I share a little of this in my article on Square Wheels and decision-making.)

LDGM Why do teams choose to compete wordsWhy DO teams choose to compete?

Teams and teamwork are simply about choice and choices. Teams will often choose NOT to collaborate if they feel that competition offers them more positive benefits and impacts and this is especially true if they have competed in the past — it is the fast decision that does not require much thinking and consideration. Competition may also simply be More Fun!

But does competition really do much to support overall organizational results? Does competition really make results better when you look at the overall impact? Does competition between sales and operations really help things?

More often than not, the answer is that competition measurably sub-optimizes organizational results. Clearly. This is grounded in my work in implementing performance improvement and customer service as well as in a variety of other contexts — it is much easier to generate inter-organizational competition than it is to develop real trust and collaboration.

I tried to collect some of the key articles around performance and teamwork in this annotated blog of my best posts on our team building exercise, The Search for The Lost Dutchman’s Gold Mine. You can see some of these sources by clicking on the image below:

LD MAIN Goal is to Mine

We often ask tabletops to discuss various real world perceptions after playing this team building exercise. Below are some thoughts of participants after playing The Search for The Lost Dutchman’s Gold Mine, which focuses directly on issues of inter-table collaboration and communications:

As you will see from these responses, there are a lot of systemic issues that block teamwork and there are also lots of experiences in “playing the game of working” that will get in the way of simply choosing to do things differently. Breaking the patterns is why an exercise like Dutchman works – people play, make choices, and see the impacts of their behavior on the play of others and in the overall sub-optimization of results.

Why do teams compete when collaboration obviously offers more impacts and benefits?

  • Evaluation and Reward Systems do not support it
  • Organizational objectives are unclear
  • Human Nature – we are competitive
  • Past Experience precludes collaboration and has rewarded competition
  • Lack of a Trust or Relationship with others
  • It takes extra time and effort to do it
  • Benefits of collaboration not supported by leaders
  • Impacts and payoffs are not obvious
  • Conflict may generate discussion of realities and produce creativity
  • Teams do not have a history or experience with doing collaboration or generating better impacts by it

What did you learn about teamwork and communications from playing the exercise?

  • There is a need for networking
  • Small teams work better than committees / larger teams
  • Someone needs to take on the role of team leader
  • We must compromise individually and collaborate collectively to succeed
  • Don’t dominate – listen to others views
  • THINK COLLABORATION and Trust
  • Share a common goal
  • Share Ideas and Information
  • Plan before Acting
  • Have a division of labor and roles and think creatively
  • Initiate support from others
  • Have Empathy for others
  • Identify others’ needs
  • Be Creative
  • Be a good listener
  • Build on others’ ideas
  • Recognize Interdependence
  • Move quickly, take some risks
  • We probably have sufficient resources – use them wisely

In this game, most people do NOT ask for help, which also happens in the workplace. Why don’t most teams ask for or get the active leadership of their managers?

  • We are conditioned by education, bad experiences and culture
  • Personality (we’re not proactive but quiet)
  • We’re too involved in our own work and forget the existence of the “Expedition Leaders”
  • We’re afraid of losing time, thus we suboptimize results
  • We are really not clear of our roles or the Leader’s role
  • There is a fear of losing Face (ego, insecurity)
  • There is an assumption that not asking means we get all of the     praise and recognition for our good performance / ability
  • “Us and Them” mentality — Leader is not part of team
  • No access to them – can’t get their time so why ask
  • It’s not part of the rules of how we play
  • Trust is the residue of promises fulfilled

Some Key Learning Points for engaging and involving people in performance improvement:

  • Visions are critical for motivation
  • Motivation occurs when people share risks, goals and objectives
  • Teams are “naturally” competitive and processes must actively drive collaboration and cooperation
  • Teams only reluctantly ask Expedition Leaders for advice.
  • Leadership must clearly communicate with directness and honesty.  They need to be perceived as supportive.
  • Justify the need for collaboration as it influences corporate profitability and improvements in systems and practices.
  • Identify the mud that is bogging teams down and wasting resources.
  • Insure that each participant knows his or her role on the team and their importance to the overall results — make sure each team member feels that their efforts are of value.

How does this exercise and debriefing link to improving organizational results?

  • Collaborative, overall effort is needed to achieve Company Goals
  • Plan – Do – Check – Action
  • Collaboration is essential
  • Manage your processes with effective allocation of resources
  • Do It Right The First Time – there are few second chances in reality
  • Highlight the internal customer concept – we depend on each other
  • All of us is better than Some of US!

The competitive aspect of the game:
How might it be harmful in an organization?

  • Not sharing information for personal reasons will sub-optimize overall results
  • Damaging relationships and trust
  • Duplication of efforts
  • Not utilizing resources in best or optimal way
  • Sub-optimization — Not seeing whole picture
  • Undermining the efforts of others

Overall, competition is harmful because it is not maximizing company results nor the performance by the largest number of people. Competition works for the competitive and not for everyone. Discussing these issues and opportunities in the context of collaboration and communications offers the chance that people may choose to behave differently, or at least be more aware of how they are influencing others in their workplace.

So, a key to organizational improvement comes directly out of debriefing on ideas and reflecting on choices so that different choices can be made in the future that would allow for a culture shift of some kind.

The Search for The Lost Dutchman's Gold Mine is a fun and powerful way to learn more about teambuilding and collaboration

Find our articles on organizations and performance

We support all kinds of innovation, motivation, engagement, team building and other aspects of people and performance through the sale of our simple tools for facilitating change and improvement. You can find out more about these by clicking on the link below:

Performance Management Company website for team building

For the FUN of It!

Scott DebriefDr. 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 Poems and Quips on Workplace Improvement is here.

 

Debriefing Team Building Games – Some Ideas and Reactions

A few weeks ago, I posted up a 35-slide Slideshare compendium of some of the main debriefing themes we use, anchored to our teambuilding exercise, The Search for The Lost Dutchman’s Gold Mine. The goal was to share how the exercise connects to organizational development issues and opportunities as well as to illustrate how we feel team building exercises of ALL kinds should work.

LD Slideshare Debrief cover

Dutchman focuses on aligning teams and players to shared goals and on generating collaboration between the tabletops as some of its unique competencies. It also links to leadership, motivation, strategic planning and project management themes.

Once I uploaded that file to Slideshare, I sent the link out to some of our existing consultant and trainer users of the exercise for their comments and reactions. All were positive and a couple of people offered up some good frameworks. Raju Madhaven, who used the game to train thousands of people when he was with Wipro in India (and who is now out consulting and training with his purchase of it) shared some good comments that stimulated me to blog about this:

  1. You can consider including the Tuckman model of Teaming – Forming, Storming, Norming and Performing (slide 21/22)
  2. Asking the question – Does your organization reward collaborative thinking? What are the ways in which it can reward? (slide 20 & 26)
  3. Slide 23 – While the poem is great- I wish the readers don’t misinterpret the visual! (it shows a driver and his vehicle on a mountain flat with no way to go up/down!
  4. I use the text in slide 33 a lot- very effective

So, let me embellish his comments with some of my own:

1. The Tuckman Model of Teaming is a very simple expressive model of four stages of team development: Forming, Storming, Norming and Performing. It is often useful in describing how people feel when they are challenged as a group to make a decision but it is not a tight model nor one that has proven itself as an organizational tool.

In referencing that model, Raju was referring to the slides that I use to express the common reactions of teams to the challenge and the need to go from differing ideas to a shared consensus in order for the team to operate efficiently and effectively:

LD Slideshare Debrief Slide 21 and 22 60

The tabletops do move from discord and disagreement to a readiness to operate, and they accomplish this in the 15 minutes of allotted Planning Time before the start of the game. That simply demonstrates that people CAN reach a decision and work as a team under time pressures, if the goals and objectives are shared and the mechanics of how to operate are known.

2. Collaboration – Raju likes to ask questions about how organizations deal with the culture of collaboration — is it supported or is the culture more competitive. Much of the Dutchman game design supports the measured benefit of collaboration, since we can track how sharing information and resources helps to optimize overall results.

LD Slideshare Debrief Slide 20 and 26 60

The issue of rewarding collaboration is a difficult one, I think, since the addition of extrinsic rewards generally increases complexity of the interactions (do you reward all team members for the extra efforts of a few of them or do you reward all the teams participating in an organizational improvement initiative when only some of them were major contributors and some may have faced legitimate roadblocks like a lack of funding for their work. I am a Big Believer in using intrinsic reward and self-satisfaction to push behavior rather than the extrinsic rewards to recognize success. Some balance is certainly needed!

Collaboration is an obvious benefit to organizations, but the way that we often structure measurement and feedback systems is to generate competition rather than teamwork. In many cases, the term “Interdepartmental Collaboration” represents an oxymoron (words that do not go together) and we even call different operating units “Divisions” in many large organizations, somehow expecting divided organizations to function together.

The consulting and alignment and leadership development of these aspects of organizational structure are a difficult issue to address in many organizational cultures, simply because they have always been competitive in their orientation. Dutchman accomplishes this better than anything we are aware of…

We have a number of consultant users framing the Dutchman exercise into one for strategy implementation and restructuring and similar massive organizational change initiatives.

3. Intrinsic Motivation – I have long used this illustration, along with a body language physical exercise, to stress the important feeling of success that comes from accomplishment.

LD Slideshare Debrief Slide 23

So, I am using the concept of pinnacle or reaching the top as the anchor point for the image, not the fact that they are “stuck” or any such thing.

In my trainings, I sometimes have people stand up and then raise their arms over their heads. I ask them how that feels and responses are uniformly positive. Then, I have them droop their arms down and round their shoulders forward and put their heads to look down and I ask them how that feels. Routinely, they will say things like “low energy” or “depressing” or “heavy.” Then, I repeat the arms over their head, have them cheer or jump up and down or similar and then tell them that they always have a choice in terms of how to react to situations!

So, for me, the cartoon illustrates a success state, a state of accomplishment, and I discuss things from that perspective.

I am not thinking that anyone would not see that from the way I debrief that slide! You can use that kind of framing in most any training, I would guess. You might also note that the vehicle in the image has round wheels, but that is a whole different conversation!

4. My two simple ending or closing statements:

LD Slideshare Debrief Slide 32 and 33 60

I like to anchor my sessions in the concept of choice and choices. We all get to choose our reactions to things and having a more diversified set of choices or considered alternatives helps us to choose better.  Ownership is important, since

Nobody ever washes a rental car

Click on above to read Scott’s blog on ownership involvement

All of our games and toolkits are designed to generate active involvement, a sense of ownership and commitment from the resulting discussions, and a set of considered alternative choices for future decisions.

I hope that you have found this framework useful and that maybe a new idea has been generated about improving the impact of your training and organizational development initiatives,

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 Poems and Quips on Workplace Improvement is here.

 

 

 

 

Debriefing as an excuse to do Team Building

Continuous Continuous Improvement, Organizational Alignment and Collaboration, and The Search for The Lost Dutchman’s Gold Mine, a truly great Team Building Exercise.

Winemaking is an art that takes a substance and nurtures it through the act of continuous incremental improvement, often with the goal of producing a truly spectacular product. Different winemakers have different goals, but some are artists and not accepting of mediocrity. These craftsmen are continually looking for techniques to improve their craft, trying to discover new ideas and nuances to impact quality and searching for outstanding customer reactions.

It’s in that same spirit of nurturing and exceeding expectations that we’ve developed The Search for The Lost Dutchman’s Gold Mine — it is an excellent example of how continuous continuous improvement works with innovation to create an ever evolving and increasingly better product.

Dutchman’s existence grew out of dissatisfaction with another team building game that I represented as the first USA selling agent back in the late 1980s. It was supposedly about collaboration, but that game’s play and its debriefing supported competition among teams – it was an exercise that was designed to allow teams to quickly die because of their decisions, claiming that it was a reality of teamwork. It tended to be a show, more than an organizational development program, and the focus on competition was something that I didn’t feel created a better Return on Investment than what a Collaborative Approach would do, real world.

When I tried to collaborate with that game’s developers, they resisted these “outsider’s ideas” for things that would strengthen their game’s outcome for organizations. It was at that point that the idea of developing my own exercise, one that had clear metaphors for teaching and one that had alignment to collaboration, came to mind. So, in 1993, Dutchman was created — there was a need in the team building market for an exercise that would create a fun atmosphere for players yet it would support a serious learning framework for how collaboration beats competition in getting the best ROI.

Dutchman was meant to create a really solid debriefing
and discussion of real organizational development
and alignment issues, framed as a teambuilding game!

Not only did we want a game that linked to real workplace issues, we also wanted an exercise that could be easily facilitated by trainers or consultants and didn’t have a bunch of restrictive licensing and continual payment requirements attached to it. I wanted to sell Dutchman as a one-time cost game with a money back guarantee that could be used by virtually any type of organization. And, I soon found that this was a much appreciated concept compared to the typical way that team building products were put into the marketplace.

An early user even suggested that we “dumb down the reading and math” in the presentation, because his workforce in North Carolina did not have really strong skills. That was seamless and easy once we looked at the context. Plus, we found out that anyone could use our simple design framework and that only simple facilitation skills were needed deliver it — we have had administrative assistants deliver it for their senior management teams as well as line managers facilitate it for their sales teams all over the US and then all over the world.

Speculand Testimonial LDGM 100

Once Dutchman entered into the playing field, it immediately received accolades for how it drove home the concept of collaboration and communications. Through a much stronger debriefing than the other game provided, I was able to show how teams could have increased their ROI by the simple act of collaborating across teams. Few programs of any kind enable this type of inter-organizational collaboration and teamwork and few link to measurable results and outcomes.

Leadership, communications and strategic planning are all essential to creating a collaborative environment and Dutchman sets this up extremely well – one testimonial is below and dozens are visible if you click here or on the image. The funny thing is that competition is a compelling force for players and they end up sub-optimizing their gold intake because of this. Therefore, this further indicated that a solid Debriefing was necessary to the game in order to get people to realize how debriefing Collaboration and team building brings in a better ROI.

TF Testimonial LDGM Helal 100

Flexibility then became an important addition to the game and its debriefing because organizations have different reasons for using team building games and as Dutchman’s debriefing continued to evolve over the years so did its flexibility for creating different outcomes. Within its first year of use, Dutchman became a worldwide product that easily worked in various cultures and countries (see the testimonial from Robin Speculand in Singapore, above, since he has been actively using it for 19 years. Our newest client is Challenge Korea.)

Throughout the years, we’ve continued to improve upon the game play not only from my own ideas but also from collaborating with Dutchman owners who have given me great ideas to incorporate into the game. The game materials have evolved over the years, the Debriefing presentation and slides have expanded, the training materials have evolved to now include videos of how to work the game, etc. Even the original game board has changed into a different version.

The people who bought the game 21 years ago can still play with the materials they received at that time while those presently purchasing any of the game versions will acquire a more polished set of materials but all versions will work exceedingly well to create a game worth facilitating because the outcomes of the game are like a fine wine in that the depth of appreciation for Dutchman and it’s return on investment continues to grow as it ages.

If any of this is of interest, we encourage you to contact us, directly. I am quite easy to reach and answer the telephone myself (or email me at Scott@SquareWheels.com),

For the FUN of It!

Scott Simmerman Lost Dutchman DebriefDr. 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 Poems and Quips on Workplace Improvement is here.

 

About Scott Simmerman, Ph.D.

Dr. Scott Simmerman is the creator of the Square Wheels illustrations about organizational behavior and the author of numerous team building games; his flagship product is The Search for The Lost Dutchman’s Gold Mine.

He is not a poet but strives to create some memorable works using his illustrations, poems, quips and quotes to leave an impact.

Scott Simmerman, creator of the Square Wheels images and tools

Scott has been operating Performance Management Company since 1984 and has been extremely fortunate in being able to work with consultants and managers in 38 countries so far.

For the FUN of It!

Scott Simmerman, Ph. D., CPF – “The Square Wheels Guy”
Performance Management Company – 864-292-8700
3 Old Oak Drive    Taylors, SC 29687
Scott@SquareWheels.com

– Tools for Training and Development <www.squarewheels.com/>
– Scott as Speaker <www.ScottSimmerman.com/>
– Tools, games and presentation materials at
<www.performancemanagementcompany.com>

Dr. Simmerman is a Certified Professional Facilitator (IAF)

Large Group, Off-Site Team Building Event Ideas

Team building events offer companies ways to align people to shared missions and goals and to generate motivation for improvement and collaboration across organizational lines. And business improvement focused events can be used as tools for strategy rollout and initiating change. After all, for most such events,

The Goal - Gold Hand gold

The focus of this post is to share some ideas that go well beyond the team bonding kinds of events that are fun and engaging but that do little to impact operational results. While fun, they are hard to tie to the real behavioral changes needed to improve interdepartmental collaboration or to break down the barriers to real improvements.

Playing with strings and balls and boards may be fun and interesting, but the metaphors linking back toward behavior change in the workplace are unclear and ineffective. Learning to juggle can be fun, but is it really connected to the fine art of motivating employees or sharing the common goal of improving customer service? Playing paintball is a great outdoor adventure, but do we really want our own people shooting guns and hard projectiles at our own people? Seriously? Do we gain something from violence against one another? Heck, it might be cheaper just to go into a room and call each other names!

In my work and the work of my associates on organizational improvement, it is common that a significant roadblock to improvement is the issue of senior management alignment and commitment. This can take the form of interdepartmental conflict or issues when it comes to strategy implementation or many other things that require a cohesive kind of organizational response.

Most of our management people are already pretty loaded-up with things to do and most improvement initiatives are simply seen as: More Work combined with potential personal risk. Plus, new initiatives are often associated with more chaos and confusion. Frankly, it is sometimes easier to nod one’s head in a yes-motion than it is to actually generate new behaviors and any actual commitment to doing something differently. After all, what will you have to stop doing to do this new thing?

Organizational Alignment:

GeeseV

A critical issue for organizational improvement is the one on alignment and impact: Will this new initiative have direct positive impacts on me? Since it is common that nobody ever washes a rental car, it seems essential that the senior manager must share some sense of ownership involvement and also feel that the program for improvement will be a positive benefit for them.

In Implementing Changes after Team Building Events, I focus on issues of team building simulations and the kinds of followup needed to generate real behavioral change weeks after the event. The Lost Dutchman team building exercise focuses on mining as much gold as we can and on the issue of collaborating between tabletops to share resources that help optimize results.

In this post on Large Group Team Building Events, we discuss how we present and debrief exercises to optimize discussions and decisions about choices made and about how to engage the most senior management people in behaving to support teams and teamwork. In this other post in a similar vein, I discuss some ideas about some of the more misaligned kinds of things that organizations do in the name of team building and organizational improvement.

It seems critical that our group event has an optimized shared overall desired outcome, rather than a focus on one team winning (and the others all losing)… Too often, we structure events so there are the winners and the glory and then all the others. While this might reflect the actual organizational politics that are in play, it is not an effective strategy for generating teamwork and collaboration.

People will hold back. People will resist change and changing behavior. People will fault-find and nit-pick rather than look for more possibilities and things to try to do differently. We need to focus on the positives and get the group focused on the possibilities. Innovation will come more from collaboration than competition.

I’ll not go into the more typical large group event of sit and watch and listen versus Commentator from Corporate. I think all of us have attended those dog and pony powerpoint show and tell lectures and I will also guess that few of us can really remember much about them. My position is that if something can be elegantly done as a screencast audio slideshow, it should  be done as a screencast audio slideshow! Bring on the podcasts and keep my butt out of some meeting room padded chair! Group face-to-face time is too valuable for a lecture.

Large group events should be delivered as engaging, memorable activities that have some shared goals and purposes. They should appeal to all learning styles and be delivered in a way that helps generate behavior change, not just consideration. Large group events can be engaging team building events. Large group events can be interactive, collaborative and focused on problem solving to benefit organizational results.

And, large group events should set the stage for continued organizational 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.

 
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 Poems and Quips on Workplace Improvement is here.

 

Focusing Attention on Performance Improvement through Interactive Engagement

Yeah, I avoided the word “game” in the title and used “Interactive Engagement” as an alternative. It sounds a lot more impressive, right? I do it because it seems that many “serious senior executives” have an issue with how interactive learning is framed. So the choice of game, simulation, exercise, experience, and all those other labels sometimes come into play in decision-making.

The reality is that involvement and engagement are critical factors in any kind of performance. Fun can be fun but it is about anchoring experiences in some event to the choices that people will make about what to do differently. High performance is often accompanied by some level of ownership involvement and commitment to change.

If they feel some peer support and have some ownership involvement, they are more likely to do things differently. If people are un-involved and dis-engaged, they are probably providing “compliance-level performance” in the workplace and not giving you the productivity they might. That is one big reason I use experiential activities, anchored to business metaphors, for a lot of the developmental work we suggest.

We can call these engagement activities things like:

  • Game
  • Exercise
  • Simulation
  • Interactive Engagement Tool
  • Limbic System Brain Activation through Asymmetric Stimulation of Peripheral Receptor Cells

(How do you like that last one? After all, playing games involves kinesthetic movement as well as stimulation of sensory cells in the eyes and peripheral nervous system having to do with sensory nerve cell activation and kinesthetic movement, right? All this nerve cell stimulation rushes up the spinal cord into the midbrain of the participating animal to increase activity of brain cells and create new learning pathways, right? (grin) )

Yeah, games have a way of engaging us and linking to learning, if appropriately designed and implemented. And there is actually some game playing going on in the world. According to Jane McGonigal, author of “Reality Is Broken: Why Games Make Us Better and How They Can Change the World,”  more than 3,000,000,000 hours a week is spent in gaming globally. (That is unreal!)

People love to play games and challenge themselves. What businesses need to do is provide more context for learning and organizational collaboration within the framework of engagement and team building. Focusing on realistic simulations and challenges can improve the skills and organizational cultural to allow more collective improvement. This is different than a focus on single-players beating others in some challenge.

PMC Creates Simulations that teach

Games can generate engagement because they generate focused behavior designed to have some kind of impact. Gaming often appeals to our intrinsic desires or our intrinsic motivation for self-actualization or accomplishment. People really do love achievable challenges, which is one of the bigger drivers of workplace performance improvement. They want to add skills and gain peer recognition for them — think of that auto-repair place and the various certifications that the mechanics can earn and wear on their sleeves. People WANT to achieve and they want their performance to count for something.

intrinsic motivation is about succeeding

McGonigal classified the intrinsic motivators into four categories:

  • achieving satisfying work,
  • experiencing success or the opportunity of success,
  • making social connections and
  • having purpose or meaning.

All four are relevant and important but I think a really good experiential activity can help accomplish the latter (and most important) factor if that experience can be neatly and elegantly tied to the workplace and the expectations and goals. We can do more to involve and engage people into a collective, collaborative and supportive peer group working to make improvements in how things are accomplished.

It is not so much winners and losers, but the issue of generating the maximum collective result, what we refer to repeatedly in The Search for The Lost Dutchman’s Gold Mine as,

The Goal is to Mine as much Gold as WE Can
and optimize overall ROI.

There are a lot of really good tools out there, and lots going on in the development of individualized online learning courses (MOOCs) to support desired personal development.

Focusing on using experiential learning to involve and engage teams of people to allow them to focus on Mining as much gold as WE can is the prime driver of our Lost Dutchman game. We think that the energies generated can help work groups better support organizational development initiatives and that the intrinsic motivation can have positive spill-over to issues of personal growth and development.

But all we can do is provide the tool and our support. Our users have to provide the context and the environment to move things forward.

Ivette Helal Dutchman Testimonial

Let us know if we can be of any assistance to you — and recognize that you are dealing with ME, not some big corporation or salesperson. If we can develop a tie-in to your overall objectives and goals, we are most willing to do that,

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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

Teambuilding with The Search for The Lost Dutchman's Gold Mine

We’ve been selling the Lost Dutchman’s Gold Mine game for twenty years now and I continue to feel that this is the best program in the marketplace niche in which it appears. And it continues to surprise me that the exercise seems as fresh to me today as it did 10 years ago when the materials were fully developed, fine-tuned and polished. I guess I am also surprised that the opportunities for improving inter-organizational collaboration are still evident everywhere and corporate team building seems to continue to be an area of high leverage for impacting productivity. Companies should have made more progress than they have!

We have active consultants working with corporate team issues, worldwide, and the opportunities for trainers and internal consultants to use this exercise and approach seems like an untapped opportunity. After all, don’t these internal people see an advantage to using a bombproof exercise that generates the precise competitive behaviors that need to be better blended with collaboration and engagement opportunities as well as the need for inter-organizational alignment?

A recent conversation with an outdoor training organization in Asia resulted in a potential collaboration with that firm and networking them to three other global experiential training companies who have blended my programs into their other offerings. It seems like the collective idea of sharing and the learning about positioning team building simulations into the other kinds of corporate teamwork programs is a simple and straightforward one. I am glad that my network continues to be quite collaborative in sharing ideas for delivery and marketing.

You can find a pretty solid description of the Dutchman game in this slideshare overview, which shares key design features and benefits.:

Lost Dutchman's Gold Mine overview slideshow

You can also find a solid video about how I debrief the exercise and link the behaviors exhibited to the organizational issues here. This is not a marketing video but a candid discussion of what I see as organizational realities and potential ways to impact performance improvement opportunities:

Debriefing Ideas and Frameworks

An overview about how we use our Square Wheels illustrations as tools for debriefing the Lost Dutchman team building exercise is found by clicking the icon below:

Debriefing LDGM with Square Wheels

Hope you find this information and the links of use in evaluating our Lost Dutchman’s Gold Mine game into your corporate team development. We are more than happy to discuss specific issues and desired outcomes for your improvement efforts at any time,

For the FUN of It!

Scott Simmerman Lost Dutchman 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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

Business Haiku – Teambuilding Thoughts by Scott Simmerman

Here are a few more of my haiku that focus on the theme of improving performance and collaboration within organizations.

Square Wheels Free Land Haiku Crashes expected

You can find thoughts on team building by clicking on icon

Teamwork IS possible, but the teams need alignment and shared goals, along with an understanding of the issues of collaboration and best practices. Each team, rolling with great enthusiasm, is not the optimal design for success.

Square Wheels View Top Haiku from above aligned

Find ideas on alignment by clicking on icon

Leadership is about involving and engaging people on the journey forward, working to clarify goals and expectations and to generate synergies within organizations and between departments. Maybe it looks somewhat like this:

View Front Haiku beauty

Find some thoughts on motivating people by clicking on image

With the understanding that the View of the Front and the View at the Back generally both looking something like this:

square wheels illustrations view front back

The non-engaging reality of the View from The Back is certainly something that needs to be addressed in many workplaces. Lastly, we close with something like this:

Mentoring Butterfly Haiku transformation

Find ideas on coaching – click on the image

PMC sells simple tools for involving and engaging people in workplace performance improvement. They are simple to use and highly impactful.

PMC Creates Simulations that teach

For the FUN of It!

Scott Simmerman Lost Dutchman 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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

Provisioner Training for The Search for The Lost Dutchman's Gold Mine

One aspect of delivering The Search for The Lost Dutchman’s Gold Mine for a large group is that you need three people to help operate the game for every ten tables (60 participants). The banking and the delivery are really straightforward, but they do require a review of rules and systems and optimal processes. And you can run lots of really large groups, cheap. You just need some helpers!

I just finished a webcast for about 70 people who will be involved as Provisioners in the banking of 9 different sessions of between 140 and 290 college students, each. This is part of a professional honor society’s student development initiatives and they will be running Dutchman all over the US. Pretty neat. Almost 2000 students will go through this as part of their orientation to the accounting profession.

So, I am volunteering a good bit of extra time to help them, with this webcast being but one of several coaching sessions for their supporting volunteers.

As of yesterday, I now have a much more refined and detailed powerpoint training program for Provisioner (banking) Training. Any of you that own the game would probably find it useful, since it reviews ALL of the key parts of the support activity and might point out something you either missed or did not quite understand about the delivery.

Provisioner Training powerpoint for Lost Dutchman teambuilding

(Square Wheels: Part of it got video recorded before the movie-making software decided to quit. There were a couple of things I also want to clarify in the back end of it, also, so I will redo the second half and put it all together within a few days. Square Wheels really are everywhere!) But it will be a better product when I redo it…

The powerpoint of The Search for The Lost Dutchman’s Gold Mine is done for this part of the training, if you want to take a look at it.Click on the link and I can email it to you if your game needs updating.

You can find a complete overview of the key aspects of Dutchman in another blog post that has a connection to our slideshare program describing the exercise.

Lost Dutchman's Gold Mine overview slideshow

Dutchman is one of the premier team building exercises in the world, especially when used for very large group presentations. Highly interactive, and focused on collaboration and strategic planning, leadership, motivation and teamwork.

This game works for large group team building events and is easy to facilitate and debrief. I also built them a special debriefing that you can get if you request it,

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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

Teamwork takes too much time. NOT

I just wrote a blog response to a LinkedIn post that I read as saying the one needs time and networking and collaboration and coordination and all that in order to build relationships and to get things done over time. This was in a thread about an article about the goal of the workplace is NOT to make workers happy (written by a lawyer, so that is self-explanatory…).

Pop - pin hits balloon words borderAnyway, I will admit to being a little frustrated overall by that whole thread. And I personally know that some things take time but that going too slowly is a real problem in most organizations.

So, I pushed this out as my contribution to the thread:

Thinking a bit about Samantha’s post, I guess I “disagree” a little.

Reading the literature on organizational change and strategy implementation, it reads clearly that it generally takes 2 or more commonly 3 years to fully cascade a strategy or process from top to bottom in the large organizations. There is a lot of literature on this for the quality improvement initiatives (like ISO 9000) because they were so common a few years ago and often supported by college professors interested in publishing that kind of literature.

We see the same thing with strategy implementation today.

I often see that read as if ANY kind of teamwork or improvement initiative takes a whole big lot of time to generate any result. The simple Tuckman Model of Forming, Storming, Norming and Performing implies stages of group process and development and the requirement that lots of time and understanding and collaboration and networking and personal styles inventories and decision-making style inventories and all that are a requirement for any teamwork to occur.

Sweat the bullets. Be prepared for lots of spending and time investment and demands for more and more corporate support and organizational resources is the operating belief. You must generate full organizational commitment from top to bottom in order to expect any results.

Yeah. But as a direct result of a lot of the above kinds of thinking, a lot of people will choose to try nothing or to wait for clear supportive directives from above or to delay doing anything until it is proven safe to participate. The term “Early Adapter” is certainly an accurate one for the small percentage of people who choose to actually go out and TRY things!

On the other hand, though, I can present groups of people with a difficult challenge of managing limited resources and solving problems to optimize measurable results. I can present the systems and processes and give them 15 minutes of planning time to put a whole lot of things together so that they can take planned actions to succeed in a new initiative. And they do. They do put plans together and make decisions, take actions, and operate as an effective team of 5 to 6 people.

Forming, Storming, Norming and Performing? They simply do not have time for all that stuff. They are challenged and they must work together to generate actions and implement those decisions they made.

I see it in my Lost Dutchman team building game and we have great debriefing discussions about choices and resources and how to collaborate between tabletops back in the workplace. We see people make bad choices and get the immediate feedback needed to help correct decision-making errors.

And I can see it in workplace performance improvement initiatives when a small, engaged and motivated group of people define something problematic and then take the considered actions to address and solve that problem.

Trust is the residue of promises fulfilled, and it CAN take a long time to build. But I also think that we can generate a lot more workplace improvement than we do by simply finding problems and addressing them in work teams.

Engagement sucks. The vast majority of people are NOT engaged in their workplaces. And many are somewhat actively un-engaged and may even work as saboteurs (see http://is.gd/UMnEbe which is my blog post on sabotage and statistics and ideas).

So, why not Just Do It sometimes and build trust and collaboration forward as you go forward. Too much time seems to be spent taking too much time…

I can only think of how many people could be more involved and engaged and how many more problems in the workplace might be solved through teamwork and involvement.

We offer simple tools for identifying and solving problems, creating actions and activities that can help build trust and foster continuous improvement.

SWs Facilitation Guide $50

Have MORE Fun out there, too!

square wheels author

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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

 

TeamBuilding – We judge ourselves by our intentions

Inspiration is a weird thing. I was cleaning out a lot of image files last night and earlier today and I came across a folder I called, Animal Giggles. I have no recollection as to where they came from since the file names are all things like these:

Google ChromeScreenSnapz003

Having been reasonably productive all day, I decided to open them up and see what they were. On inspection, they are from icanhas.cheezburger.com/ so I will ask them permission to post by posting a couple here. It is a site of funny cat pictures and similar (I linked them).

from http://icanhas.cheezburger.com/

“Do I look like the bluebird of happiness?”, “Go on, without me,” and “Clyde never suspected the local pigeons would have Tasers”

So, of course I immediately made the link from those silly cartoons to the real workplace issues of teamwork and collaboration, to leadership and trust and to the alignment of work groups to desired organizational results. How you might ask?

Because we are attributing desired behavior in the cartoons to others, in this case small animals.

In the workplace, we routinely make all sorts of assumptions about others including themes of motivation and competency and collaboration. But those are simply guesses. One of the quotes I have liked for a long time is this one that I recall derives from the NLP literature:

We judge ourselves by our intentions.
We judge others by their behavior.
*

That bridges me over to team building. The above quote is the mental key. Understanding the issues of personal intentions versus behavior towards others is where the above cartoons pushed my thinking…

In our exercise, The Search for The Lost Dutchman’s Gold Mine, we set a goal of “Mining as much gold as we can” and of maximizing ROI. The game is about the different tabletops planning and executing those plans. It is about optimizing results with available resources, with a very obvious situation where collaboration would be of benefit to generating results. Teams can choose to share information and resources, as well as ideas, as an integral part of the design. They can choose to collaborate in many ways.

But what they often choose to do is compete. We tell them that
the game is about collaboration but they choose to compete.

In order to win, they will intentionally withhold resources from other teams so that they can beat them, sometimes seemingly encouraging that other team to perish.

You can see more about Lost Dutchman and how it works by clicking on the link below:

Slideshare Dutchman icon

The name of another one of our team building exercises is The Collaboration Journey. It says so right on the game board. And new users are often concerned that showing “Collaboration” on the board will negatively influence results. Well, my comment is that you can be rest assured that they will NOT pay a whole lot of attention to that and will often not collaborate but compete to win!

10

People in the workplace, like in our schools, most naturally tend to work toward competing to win, even when it serves to sub-optimize overall results. And they will often use Darwinism and “survival of the fittest” to help explain those choices, even though social societies benefit so much more from collaboration. Survival of the fittest is a concept that focuses on benefits to the social group much more so than to an individual.

All I can say is that it sure is fun to run a game and then focus on the results of that game as driven by the choices that people make, especially when it is totally clear that inter-organizational collaboration will offer a much more positive impact overall. Our organizations are ALL like that — collaboration is key.

And reflection is likely to help generate some improvements; that is why we play the games!

The Search for The Lost Dutchman's Gold Mine

Fore 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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

(* I actually tried to look up a source for this and the web is apparently attributing this to Ian Percy, but I’ve heard this for a lot longer than he could possibly be speaking on these issues. More likely Robert Dilts or one of the other key people in the NLP community, I might guess…)

Trust is the Residue of Promises Fulfilled – An Update

My friend Frank Navran once quipped that,

Trust is the residue
of promises fulfilled

and that quote has stayed with me for 20+ years. So, in my work on designing a new team building game that will anchor to trust, Frank and I reconnected and he pipped me over to Barbara Kimmel, who is the Director of Trust Across America. You can click on the link below and pop over to her website.

Trust Across America Logo

Like me, Barbara likes to use statistics and logic to link from these touchy-feely things like “engagement” or “trust” to real issues of organizational results. Some data she shared were of interest to me, so I reproduce some of that data here so you can head over to her blog — this section is called:

The Hard Costs of Low Trust

  • Gallup’s research (2011) places 71% of U.S. workers as either not engaged or actively disengaged. The price tag of disengagement is $350,000,000,000 a year. That approximates the annual combined revenues of Apple, GM and GE.
  • The Washington Post reported that, “the federal government imposed an estimated $216,000,000,000 in regulatory costs on the economy (in 2012), nearly double its previous record.”
  • The six biggest U.S. banks, led by JP Morgan and B of A have piled up $103,000,000,000 in legal costs and fines since the financial crisis (Bloomberg, August of 2013 — which also probably did not pick up a good bit of those recent settlements!)
  • According to The Economist Intelligence Unit (2010), 84% of senior leaders say disengaged employees are considered one of the biggest threats facing their business. (Only 12% reported doing anything about this problem!)

You can read more about this issue and go to her blog by clicking on this text

There are lots more statistics and I refer to bits and pieces of much of the literature and statistical proofs of impact of building trust and involving and engaging people in a wide cross-section of my blog posts about people and performance. Many of the key phrases below link to my blog articles on people and performance. For example, you can read my article on Building Trust clicking here.

This trust gap negatively impacts so much of the workplace. It directly impacts morale and increases employee turnover and decreases engagement. It is an issue of management and leadership. And it is not an issue of adding more extrinsic rewards to generate desired performance or improve results — those actually just work against you and often make the workplace LESS collaborative.

One of the potential tools you can use is the approach of building more collaborative teams and generating more alignment to shared goals and missions. Those kinds of initiatives tend to pull people together and generate improved morale, peer support and intrinsic motivation to improve.

You can see our Slideshare presentation and find out more information about our team building simulation for improving organizational performance results by clicking on the Lost Dutchman icon below:

Slideshare Dutchman icon

And if I can help you frame up or discuss different issues and opportunities around your organization’s performance improvement and trust building, please contact me directly. I actually answer my own phone!

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 or at 864-292-8700

Follow Scott’s posts on Pinterest: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

Slideshare Overview of Lost Dutchman's Gold Mine, a team building game

In the past few weeks, people have been asking me for a fast overview of The Search for The Lost Dutchman’s Gold Mine, something more than what is on the PMC website and a fast and clean overview that they could share with their prospects who are interested in teamwork and building collaboration or integrating an exercise into their leadership development materials. They wanted a descriptive overview and not a sales piece, which they would do independently.

The result was a Slideshare program that has just been uploaded, one that covers the basic setup and framework, and includes the key goals and desired outcomes, and goes through a solid overview of some of the key debriefing themes and tabletop questions we use.

Slideshare Dutchman icon

The play of the Lost Dutchman game is really designed as, “an excuse to do a debriefing.” By design, we put metaphors in the game that would easily link to issues within organizations in any debriefing of the behaviors and outcomes resulting from playing the simulation:

  • Turbochargers represent Best Practices, better ways to do things than what are in general use now.
  • Mud represents the organizational glop, the bureaucratic goo, the cultural practices that tend to take more energy to deal with.
  • The Goal is to Mine as much gold as We can,” with the “we” referring to the entire group led by the game’s Expedition Leader and not the more competitive “My Team, My Team, My Team” approach for a tabletop.
  • The Role of the Expedition Leader is to Help Teams Be Successful, so that the game leadership can act to help and encourage, with the reality that teams generally do not ask for help.

Overall, we designed the exercise so that players can make mistakes but continue in their play until the end. All teams are successful, but some are more successful than the others. We show the results randomly instead of ranking tops down, simply because ALL the results contribute to the overall total ROI — and we also task the top performing teams with questions about why they chose to not assist or support the lower performing teams.

We’ve got tons of testimonials about the effectiveness of Lost Dutchman in a wide variety of organizational settings on a global basis. Feedback from our many users supports our belief that Dutchman works elegantly as a most powerful and easy-to-deliver team building game that addresses the issues of strategic planning and collaboration  within and between teams. Below is one of many testimonials and others are also, here, on our website:

Stamm LD testimonial

Thanks for taking the time to read through this. You will find dozens of other Dutchman articles in my blog  around the general themes of improving teamwork, working with large groups, ideas for debriefing and similar.

Energize and positively impact future performance of your own teams, organization or clients with this worthwhile game.

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: pinterest.com/scottsimmerman/
Scott’s blog on Poems and Quips on Workplace Improvement is here.

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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/

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