Alpeon Magazine Alpeon | Page 47

IDEAS AND GOALS | personal development || 45 A MARATHON: THINK, ACT, SHARE ACHIEVEMENTS is appointed to assist the coordinator with copying, distrib- uting, collecting, and other administrative matters. The team sits at a table sufficiently large to accommo- date every member comfortably—ideally, a round table. Each participant receives a pen and a large sheet of paper with the problem to be resolved spelled out at the top. For greater clarity and mobilization of attention, large placards can be displayed showing • the task to be tackled, • a list of the stages of the procedure, and • the brainstorming rules. ience of analysis and for more coherent answers, it is sug- gested that the team members write down their thoughts about the task. Everybody will be busy writing, which en- courages each one to focus on the task at hand. At this stage the team is more productive at generating ideas as individuals. Silence is obligatory for concentrating attention and creating an atmosphere of search. Before beginning the storm, the coordinator not only acquaints all the participants with the rules of the method- ology, but also puts them at ease and in the proper frame of mind for the task. It’s important not only to remove their fear of looking stupid, but also to smash all the assump- tions that hobble their creative thinking, such as notions that they aren’t capable of doing something, it’s not al- lowed, or it’s impossible. 4. Giving voice to the ideas. Tempo is important at this stage, and the coordinator’s task is to quickly acquaint everyone with the ideas that have been registered. They shouldn’t be evaluated and crit- icized at this point; what’s important is to understand the essence of the proposals. The assistant reads off the ideas, and the coordinator ensures that the participants simply listen without comment. The method described below does a good job of alle- viating the sense of the seriousness of the task and putting them as adults into a game-playing state of mind. Using a deck of cards with depictions of fictional char- acters, each participant draws a card from the deck and spends two or three minutes thinking about how the sub- ject and heroes in the picture relate to the brainstorming topic or to the mental state of the participant. Then each gets a minute to give a relevant interpretation of his or her card. After this warm-up, the necessary relaxed atmos- phere will have been created and the team can shift to the basic task. 5. Ranking the ideas. While the participants take a break, the coordinator and the assistant compile a list of all the ideas that have been expressed and make a copy for each participant. After the break, each team member decides independently how to prioritize the ideas, arranging them from 1 (the best idea) to 10 (the least interesting one). 3. Information collection. After the allotted time, the coordinator asks the partic- ipants to give their ideas to the assistant, who collects the papers. This is the order of the brainstorming process: 1. The coordinator states the task. Incidentally, if asked for a personal opinion of the issue, the coordinator sends the problem back, proposing that the participants state their own understanding of the problem. 6. Discussion of the best ideas. The participants take another break while the coordi- nator and the assistant count the points that the team members awarded to the ideas. The ideas that get the smallest number of points are considered the best ones. The best three are chosen for critical review. When the team members again take their seats at the table, they are asked to give comprehensive consideration to each of the three ideas, and find the merits and short- comings in each one. A time limit for discussion of each idea might be appropriate. 2. Silent generation of ideas. This stage requires ten or fifteen minutes. For conven- Rules for brainstorming participants: • Say what you think. Nonsense can be useful, too. ALPEON.COM