12
THE ALIEN CONFERENCE A management tool-game for problem solving in groups by Var

The Alien Conference

  • Upload
    var-uzh

  • View
    168

  • Download
    0

Embed Size (px)

DESCRIPTION

The Alien Conference is a Game for Groups. It is an alternative format to hold a meeting for discussing an issue or solving a problem.

Citation preview

  • THE ALIEN

    CONFERENCE

    A management

    tool-game for

    problem solving

    in groups

    by Var

  • Brief

    The Alien Conference is a management tool that

    comes in form of a game. It is designed to be

    used by any group that meets to discuss or solve

    a problem. As an alternative to a traditional

    meeting this game is played in three acts over a

    course of around 1 hour. 1.5. It is aimed at evoking deeper layers of creativity and

    imagination within the group as well as ignite

    motivations towards being in the group and

    working at the problem later on.

    The Challenge

    Regardless of the context, when we

    get together in groups to discuss an

    issue or solve a problem we will

    often deliberately avoid asking the

    basic questions- the what, when,

    why and who type of questions

    even though asking these questions

    will allow us to uncover the real

    meanings behind the very concepts

    we employ during these discussions.

    This happens for obvious reasons.

    People dont want to look like amateurs. Being an expert is more

    prestigious and welcome. And as

    you might know already, society is

    not a place where who is best in

    what they do gets far but often he

    or she who has more reputation and

    connections. These factors make

    reputation an important currency

    which people collect and cherish

    and therefore arent willing to gamble on by asking questions that

    may put their image in funny light.

    Therefore, we often leave the

    amateur side of ourselves outside of

    the room that curious side that

  • speaks the basic language and tries to understand

    things in simple terms. Instead we stay in the room

    with the persona of the expert with all the pressure of

    assumption and pretension that come with it. There is

    a problem with this however. If you have a group of

    people doing this it is like having a party where you

    take away all the drinks and continue to have the

    party with just red meat on the table. This party is not

    going far as you can imagine.

    No wonder why a lot of group meetings get stuck. In

    ancient ayurvedic tradition there is a saying Free yourself from what you know. That is be afraid of your own expertise for it can block your own vision.

    Einstein too was once asked what the secret to his

    Genius was. His answer was I just ask basic questions.

    History has it all. Mankinds progress was catalyzed by simple, seemingly primitive, sometimes dangerous and often dreamingly

    impossible questions. Someone had to dare ask them. Examples?

    What if Earth was not flat but round. Why is the Sun moving around the Earth and not the other way around? What would I

    see if I was looking at the town hall clock from inside a train that

    was moving at the speed of light.

    We all know and understand that if we stayed on course of our

    curiosity and asked the real questions that are on our mind we

    could lead any discussion towards some insight and meaning. But

    we dont often do this. Instead we assume and wrap up some conclusions midway hoping to preserve the appearance of

    someone who gets things right away. Off course we survive this

    way because there is a lot of coins on the surface level one can

    pick up too, but a lot of nuance, insights and deeper meanings

    never come onto the surface. If conversation was a Mario game

    where meaning was lying around in form of golden coins, you

    would have to dive deeper or climb higher to get access to those

    points.

  • This problem happens to us everywhere from home to work to school. We simply just dont follow all the way to the core of what we would really like to ask. Therefore a lot of imagination and

    creativity remains asleep because nobody bothers to wake it up.

    And the sponsor of this process as we established is fear: fear to

    challenge assumptions, fear to dream beyond, fear to stand out,

    fear to be placed in the spotlight and be criticized, judged,

    punished and rejected. On the other side of the scale is being

    liked and loved, praised and encouraged. When this happens we

    all get loose and act as our natural selves without placing a lot of

    psychological barriers in front of ourselves.

    However the irrational fear side of us most of the time wins over

    the curious, creative and straightforward side of us. In other words

    we have then a limited range of places where we are able to

    make most of ourselves.

    However this doesnt have to be this way. We can design a process which overcomes our individual limiting tendencies in

    social contexts and one which activates our imaginative, playful

    and creative sides.

    Imagine you were playing a game with your group. A game

    where not only you would not have to avoid but instead would

    have to ask very basic, outrageous, crazy and seemingly primitive

    questions which you normally wouldnt ask. But in this game you wouldnt even have to be criticized for it because you wouldnt have to be yourself. You would be a character, someone from

    space who arrived on Earth to provide some help to people here

    who are having a problem. You came to Earth to share the best

    practices from your planet and give people on Earth a new

    perspective. The only nuance being that you are not very good

    at our language. You speak the language to the level of a 3 year

    old because where you come from there are other forms of

    communication- like telepathy, etc. Therefore the Earth people

    have to try really hard to explain to you what problem they are

    facing. Thus there will be lots of questions and answers back and

    forth. And real meanings are going to start to bubble up as the

    discussion progresses. And as real meanings are starting to bubble

    up you will also notice how motivations in the group become aliv

    as well since these processes are highly interlinked. This process

    can be visualized like this. Group imagination is like the clouds

    coming together in the sky- as they dense up it rains- our metaphoric equivalent to that is the emerging of meaning and

    insight. The rain makes things grow on the ground. And that is the

    equivalent to motivation. No cloud-no rain. No rain- no growth.

  • As a summery to this introduction to the problem we can say that

    perhaps everyone who organizes or attends group meetings

    hopes or even expects that people will show up as their best and

    most creative and motived selves. However this doesnt happen as often as we would wish because money stays in the pocket

    unless someone designs a process to get it out. Same is true for

    meaning, motivation and creativity. Its a matter of process design. To get those clouds up there you need to make it

    happen. The Alien Conference is a game that addresses these

    this problem by creating conditions for the emergence of insight

    and heightening of motivation in groups.

    THE GAME The Game starts with the assumption that before the conference you and your group

    sent a SOS signal into space through an internet controlled satellite, calling for life

    forms from other galaxies and planets to arrive on our planet to hold a conference on

    the issue of your concern. Their presence would help you get an outsider perspective

    as well as expertise and best practices from other planets and galaxies that can help

    you solve your problem better. To make communication possible with the Aliens

    along with the SOS signal a multimedia document was sent which teaches

    elementary concepts of your language. Therefore it can be assumed that the arriving

    aliens will speak the language of a 3 year old which would exclude abstract or

    complex concepts, narrow professional jargon, etc. The reason behind having a

    limitation in language is justified by the possibility that people on other planets may

    not be using only language as a form of communication but there may be other

    forms such as telepathy and many more unknown to us. However we can assume

    that the guest aliens have learnt the language using the document we broadcasted

    to a degree of a 3 year old.

    THE GOAL

    The ultimate goal of the game is to help the group find new solutions to their problem

    by seeing their problem differently and understanding their problem better.

    The aim of the game is to have Aliens understand what the problem is and help

    people from Earth (Earthians) with advice and solutions. Therefore Aliens will have to

    ask questions that naturally a 3 year old child who doesnt understand something would ask. And Earthians will have to use their own creativity to simplify and

    communicate better the complex concepts they deal with on daily basis.

  • ROLES + STRUCTURE

    There are two types of actors in the conference. The Aliens and the Earthians (people

    from planet Earth). You start the conference with half of your group being in the role

    of the Aliens then the other half as the Earthians. Half time through the conference a

    break is introduced and after the break the Earthians play as Aliens and the previous

    Aliens become Earthians. It is as if during half time of a theater the cast would change

    but the play would carry on where it was left. Important to note is that while the

    people stay the same new characters are formed as a result of the shift: so if you were an Earthian in second half you will play as the Alien of your own creation rather than take up the Alien from before.

    STRUCTURE

    ACT 1

    Break

    ACT 2

    Break

    Act 3

    1. Welcoming the

    Aliens. Everyone

    introduces

    themselves (from

    their roles). (max

    10m.)

    2. Earthians present

    their problem and

    the discussion

    begins. (30m.)

    3. Five minutes before

    the end of first 30m

    the timekeeper

    refers to the group

    that the first set of

    aliens have to leave

    to catch their

    shuttle.

    5-10

    m

    4. Welcoming the

    Aliens. Everyone

    introduces

    themselves (from

    their roles). (max

    10m.)

    5. Earthians present

    their problem and

    the discussion

    begins. (30m.)

    6. Five minutes

    before the end of

    second 30m the

    timekeeper refers

    to the group that

    the last set of

    aliens have to

    leave to catch

    their shuttle.

    5m

    7. All of the

    group now

    gathers in the

    circle as their

    normal selves

    recapping the main

    findings and

    insights from

    the session.

    (5-10m.) up to

    convenience.

  • Important psychological implications:

    It is important to note that the shift of characters in the middle of the game has a

    number of important functions.

    1. Everyone gets to explore their own creative unconscious by inventing and

    being another character.

    2. Each individual undergoes a personal perspective shift by role play

    3. The entire group undergoes a perspective shift on a high level as a result of

    everyone swapping roles and re-establishing personal perspectives to continue

    the exploration of the problem from where they had left. This serves as a meta

    or high level perspective shift.

    From the perspective of storytelling and cast you may notice that it is the same

    people telling one story in two different sets of roles. Normally in the middle of the

    conversation people dont become someone else. However in this irrationality lies the opportunity to harness hidden potential of the double perspective shift.

    THE FUN

    Each Alien is encouraged to bring one thing from their planet- a story, a prop, an

    object, fashion, food, music, etc to share.

    Each Earthian is encouraged as well to bring one thing they value that they would

    like to share with another Alien to take away with them as a memory from this planet.

    It can be a story, a fact about life here, a piece of stone, music, cake, a note written

    on a paper, whatever you wish.

    Important psychological implications:

    It can be anticipated that some people might think that devoting time to talking to

    Aliens, telling stories of other planets or even sitting in a circle pretending to be an

    alien might all be unserious business, taking away that valuable time you would rather

    spend thinking about your problem while stroking the lower jaw.

    It is for this reason your attention is brought to the fact that the quality of your ideas

    and your thinking are not only a product of intellectual capacity but also your mental

    states that constantly change. Emotion and environmental factors play a great role in

    shaping these states. This game is trying to create conditions that try to elicit the

    mental states manually rather than leaving them to chance. In real life it is harder for

    people to tune into a playful and harmonious frequency given the differences in

    tastes, styles, moods and many other things. Therefore in many groups the common

    ground becomes the professional neutralism. But we all have some experience to

    understand that perhaps neutral is safe but it may not be the best emotional and

    intellectual setting for getting people to be creative, excited and motivated.

  • PROCESS and Suggested RULES

    1. Let people know in advance about the game rules and give

    them time to prepare their role of the Alien. This can vary

    from 5 minutes in advance to a day or more.

    2. At the beginning of each part of the game start with getting

    in a circle and welcoming the Aliens. Everyone goes in a

    circle sharing what they have brought with them. Each Alien shares their name, their planet, whatever they wish to

    say about it and whatever they have brought. Each

    participant gets up to 1 minute. (Experiment with time).

    3. Each Earthian introduces themselves at their turn and shares

    something that theyd like the Aliens to go away having or knowing about life on Earth. It can be a story, a fact, an

    artifact, an object, whatever. Each participant gets up to a

    minute. (Depending on the group size you can experiment

    and see what variation of time best works for you).

    4. After the sharing session the actual conference is

    conducted. Earthians present their problem taking into

    account the linguistic limitations of the guests. Earthians may

    enhance their presentation with whatever representational

    forms that may include seeing, hearing, tasting, smelling, and

    feeling. It has to be taken into account that the linguistic

    limitations of a 3 year old stay valid at all time. That means if you would not make sense by explaining it in real life -having

    a video on the wall saying the same thing does little

    difference. Be creative with your communication. You have

    to at all times consider that you have to have your audience

    understand. And you can know if they do by their reactions.

    5. Aliens-may not only ask questions and but share their ideas,

    about solutions when they wish so. They have to also speak in

    a way that someone who has the limitations of a 3 year olds language can. However because they are not three year

    olds they can be infinitely intelligent. Its just that they will have to use the language of a three year old to present their

    ideas. Aliens can as well use more than just language. Any

    form of representation that speaks to any of the human

    senses can be used. Ex. One can make a face, quickly

    sketch something on the wall, build an object out of paper or

  • something. Or even come with an object built already. One

    can use the sense of smell, taste and touch as well. The limit

    is the sky.

    6. Five minutes before the end of the 1st Act the time keeper

    announces that there are 5 minutes remaining for the Aliens

    to catch their shuttle.

    7. Half time a break is introduced. 10 min. This time can be used by the group for people to change and

    psychologically transition to and from their roles.

    8. As the group returns in their new roles- the circle is formed

    and people go around the circle in their new roles- the Aliens

    presenting themselves and their planet and sharing one

    thing. So do the Earthians. After this the group discussion is

    resumed continuing from where it was left.

    (important ! the process continues it doesnt start from the beginning). The only difference is that the roles have shifted

    and people have to continue employing a different style of

    thinking and communication while talking about the same

    problem taking into consideration everything that has

    happened before.

    9. 5 min before the end of 2nd Act the time keeper announces

    that there are 5 minutes remaining for the Aliens to catch

    their shuttle. The group tries to wrap up their discussion.

    10. A five minute break

    11. The group now spends around 10 minutes recapping the

    ideas and insights. If the group feels there is need for more

    digging in some of the discoveries either by continuing or

    scheduling another discussion later.

    BENEFITS OF THE GAME

    Making officially safe and possible to ask all kinds of questions.

    Eliciting individual and group creativity

    Harmonizing the group through shared play

  • Increasing motivation among the group members towards

    engagement with the problem.

    Uncovering deeper meanings that lead to insights.

    PRACTICAL APPLICATIONS

    While this is a tool designed for groups to address any problem in

    any area let us suggest a number of sectors where this may be of

    particular use.

    Business

    Businesses always want their employees to be motivated and

    creative- jumping on the problems the business faces and

    solving them. They often hold meetings to do this and often have

    to face the limitations inherent to group dynamics discussed

    earlier. The Alien Conference can be a fun and challenging task

    for employees to step out of the company culture and employ

    perspectives and meanings that were not used before. It may

    be a democratic tool for collaboration in settings where

    hierarchies are in place. A CEO playing an alien gives a

    nonthreatening green light for other members to speak also at

    their best without hesitation. The game takes the interests of the

    company at its core and through its design tries to elicits the best

    out of everyone regardless of power structures.

    Forums, Conferences & Workshops

    The game can be used as an addition in conference settings.

    Public sector

    Politicians in particular spend a lot of time in group discussions.

    While I fully recognize that perhaps the responsibilities that

    politicians face are very serious I still wonder- whether the entire

    atmosphere of monolith stiffness around politics is the most

    favorable for our chosen representatives to engage in debates

    about what is good or bad for ourselves and the environment.

    Perhaps a bit of creativity and less suit and ties could help us get

    their creative to join the table more often. Matisse once said that

    it requires courage to be creative. Lately everyone is talking about innovation and that is good. Things are getting slicker in

  • design and technology surrounds us more and more. Perhaps to

    add a human dimension to this process, innovation has to come

    also in the process of how we face each other. Maybe the

    innovation here is going back to basics.

    Education

    In a class of 40 students you will have some students not fully

    following or aligned with the presentation or the lecture. Often

    competition among some students for intelligence and

    recognition may discourage others to ask simple questions to

    fulfil their genuine desire to understand. If they did they might

    have catalyzed better discussions and gave way for more

    meaning and value to emerge for everyone. From a professors perspective it is harder to estimate whether a question that is not

    asked is not asked because it is not on anyones mind or for any other reason. The Alien conference can help a class to explore a

    topic in groups of 10

    Taking into account all whats mentioned above it makes sense to not let meaning and motivation to chance but rather design

    their way out.

    INSIGHTS WANTED

    If you have used the Alien Conference Game, please tell us about

    your insights using this short form.

    http://goo.gl/forms/3Yv5XdYdof

    If you wish to stay updated about interesting stories and uses of the

    Game visit the official Facebook page The Alien Conference to stay

    connected.

    https://www.facebook.com/alienconference

  • About Var Sahakyan

    My story is that of a free particle,

    leaping between the orbits of

    art and social sciences.

    I am currently developing tools and

    strategies like this for evoking creativity

    in individuals and groups.

    Contact me at:

    Email: [email protected]

    LinkedIn: http://goo.gl/SsV6ek

    MSc in Marketing and Creativity,

    ESCP EUROPE/ France, UK

    MSc in Strategic Leadership

    towards Sustainable

    Development, BTH Sweden

    Academy Program of Art and

    Philosophy, ECLA Germany

    BA & MA in Social Work,

    Yerevan State University, Armenia

    UGRAD fellow,

    SMCC, USA