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Team Development with Goodwill Training

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As with workshops under other headings, these workshops are custom designed for particular customers, can be run on their own to address a particular need or can and often do form part of a broader programme. These will often include some self awareness profiles, such as Belbin or MBTI to help people appreciate each other better.

 

Roles in Teams

Introducing the concepts researched by Belbin and others, which show that everyone brings different strengths, ways of working, likes and dislikes to a team. How to appreciate these different gifts, how to manage them and maximise their benefit to the team. Usually included in our other team programmes, when appropriate.

 

Self-Managed Teams

Looking at how groups develop and mature into genuine self managed teams. Exploring the necessary leadership, competences and culture for teams to become authentically autonomous.

 

Team Building

Helping new teams to come together, or established teams to improve their performance. Looking at team objectives, culture and processes to help develop team spirit and identity. Typically using practical activities, sometimes outdoor tasks, to highlight and practice team behaviours, structured review processes are used to help the team agree its own path to effectiveness.

 

Working in Teams

Aimed at people who need to develop their team working skills in a general context, for project work or for working in multi disciplined teams.

Innovation in Teams - see article below.

Basic Team Working

What is a team anyway?
-A team is a small number of people with complementary skills who are committed to a common purpose, performance goals, and approach for which they hold themselves mutually accountable
-Small Number
-Complementary Skills
-Common Purpose & Performance Goals
-Common Approach
-Mutual Accountability


Ten common teaming problems
-Floundering
-Overbearing participants
-Dominating participants
-Reluctant participants
-Unquestioned acceptance of opinions as facts
-Rush to accomplishment
-Attribution
-Discounts and "plops"
-Wanderlust: digression and tangents
-Feuding members


Five issues to be considered in team building
1. Interdependence
This is the issue of how each member's outcomes are determined, at least in part, by the actions of the other members. The structure of the team task should be such that it requires cooperative interdependence. Functioning independently of other team members, or competing with them should lead to sub optimal outcomes for the entire team. Tasks that require the successful performance of sub tasks by all team members are called divisible, conjunctive tasks.

2. Goal Specification
It is very important for team members to have common goals for team achievement, as well as to communicate clearly about individual goals they may have. The process of clarifying goals may well engage all of the issues on this list. Indeed, shared goals is one of the definitional properties of the concept "team." A simple, but useful, team building task is to assign a newly formed team the task of producing a mission and goals statement.

3. Cohesiveness
This term refers to the attractiveness of team membership. Teams are cohesive to the extent that membership in them is positively valued; members are drawn toward the team. In task oriented teams the concept can be differentiated into two sub concepts, social cohesiveness and task cohesiveness. Social cohesiveness refers to the bonds of interpersonal attraction that link team members. Although a high level of social cohesiveness may make team life more pleasant, it is not highly related to team performance. Nevertheless, the patterns of interpersonal attraction within a team are a very prominent concern. Team building exercises that have a component of fun or play are useful in allowing attraction bonds to develop. Task cohesiveness refers to the way in which skills and abilities of the team members mesh to allow effective performance.

4. Roles and Norms
All teams develop a set of roles and norms over time. In task oriented teams, it is essential that the role structure enables the team to cope effectively with the requirements of the task. When the task is divisible and conjunctive, as are most of the important team tasks in our society, the assignment of roles to members who can perform them effectively is essential. Active consideration of the role structure can be an important part of a team building exercise. Task roles may be rotated so that all team members experience, and learn from, all roles. Even then, it is important that the norm governing the assignment of roles is understood and accepted by team members.

Norms are the rules governing the behavior of team members, and include the rewards for behaving in accord with normative requirements, as well as the sanctions for norm violations. Norms will develop in a team, whether or not they are actively discussed.

5. Communication
Effective interpersonal communication is vital to the smooth functioning of any task team. There are many ways of facilitating the learning of effective communication skills. Active listening exercises, practice in giving and receiving feedback, practice in checking for comprehension of verbal messages, are all aimed at developing skills. It is also important for a team to develop an effective communication network; who communicates to whom; is there anybody "out of the loop?" Norms will develop governing communication. Do those norms encourage everyone to participate, or do they allow one or two dominant members to claim all the "air time?"

 

All work and no play … makes for an innovation dead-end

New research by London Business School professor Babis Mainemelis and doctoral candidate Sarah Ronson shows how the best ideas are born in fields of play and how to ingrain more time and space for creativity within organisational settings.

Next time you spend a little more than your lunch hour playing with your colleagues, don't feel too guilty. Professor Babis Mainemelis of London Business School has identified two fundamental ways in which play has a positive impact on creativity in companies. In a new paper to be published in Research in Organizational Behavior in August 2006, Professor Mainemelis and phd student Sarah Ronson focus on two manifestations of play in organisations. The first is play as a form of engagement with work: when employees turn their core work into play, play facilitates the cognitive, affective, and motivational processes that creativity requires. The second is play as a form of diversion from work, which is much more than water cooler gossiping. Play as a diversion, argue Mainemelis and Ronson, fosters creativity in a peripheral way by creating a psychological and social-relational climate that is conducive to creativity.

Current normal work environments can be seen to stifle creativity. But should we worry about this? Work is what one gets paid for, and productivity surely is key? Apparently not. According to Professor Mainemelis creativity is increasingly important to companies, and not only those in the so-called 'creative' industries. Encouraging creativity and innovation via play is beneficial on many levels: it can generate creative ideas for new products or processes; it can calibrate an organisation's ability to flexibly respond to future challenges; and it can also contribute to the creation of a social context that stimulates creativity in the first place.

So what can organisations do? Professor Mainemelis argues that companies can nurture play in three ways: by creating a playful work environment; by providing freedom, time, and other resources that allow employees to select and turn their work into play; and by delineating a dedicated organisational time and space in which employees feel safe to play freely with new ideas that may not seem at first useful in generating new products or processes. Mainemelis and Ronson observe that some companies have started to recognize the power of play. Companies like IDEO and Pixar have created very playful work environments, while companies like Google, Gore, and 3M, encourage people to use up to 20% of their work time to play freely with new (even strange) ideas which may lead up to new products or processes.

For example, the manufacturer Gore's 'Elixir' non-breakable guitar-wires were invented by an engineer who used his "free-time" to improve the gear cables of his mountain bike. Then he asked how these cables could be used to develop less brittle guitar strings. He teamed up with an engineer who had invented Gore's 'Glide' non-breakable dental floss and with a second colleague who was an amateur musician. They played together with this idea for 3 years without being subjected to any form of direction or control. Today, Gore controls 35% of the acoustic guitar strings market, although Gore had absolutely nothing to do with the music market prior to this invention. In fact, the Elixir guitar wires were invented in one of Gore's medical product plants! Mainemelis and Ronson argue that play is the only form of behaviour that can lead to such unexpected and surprising discoveries.

 

 

 

 

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