Archives for March 2012

Pattern Language – Helping Groups Work

group works cards and box

The art of conversation is integral to creating cultural shifts, and so our meetings and gatherings are golden opportunities for transformation.

Yet it is all too common to find that a gathering or meeting is not generating anticipated results – enthusiasm dissipates, discussion gets bogged down, energy levels drop.

The creators of The Group Works Card Deck decided to create a pattern language, a set of ‘design factors’ for bringing life to meetings and other gatherings. This project manifested from their questions:

Why is it that some meetings bring life to your soul, while others leave you wishing you’d never stepped in the room?  What happens at the best ones, that makes them productive, fulfilling, sometimes even magic?

The Deck, a product of the Group Pattern Language Project, was three years in the making, and is the result of input from a team of over 50 people. Created to support group convenors, facilitators and participants in group and process work, the Deck draws on the collective wisdom of the developers, and their knowledge of the most effective events, processes and dynamics they have experienced:

We looked at meetings, conferences, retreats, town halls, and other sessions that give organizations life, solve longstanding dilemmas, get stuck relationships flowing again, deepen understanding, produce clear decisions with wide support, and make a lasting difference.  We also looked at routine, well-run meetings that simply bring people together to get lots of stuff done.  And we made sure to consider what makes such conversations juicy and fun.

This wisdom has been distilled into 91 full-colour cards that ‘…name what skilled facilitators and other participants do to make things work.’

Image Credit (click image for high res version)

Described by its creators as ‘a navigational tool for powerful conversations’, the patterns address a number of themes:

context – understanding and working with the broader context and circumstances both in place and in culture

creativity – using multiple intelligences and a variety of modes to open up creative possibilities

faith – trusting and accepting what happens in a spirit of letting go and letting come; the mystery, synergy, and ineffable, complex magic of emergence; you can invite it, but you can’t control it; felt as a deep sense of connection not only to those assembled and to the work’s purpose but to the larger universe as well

flow – rhythm, energy, and pacing; when we do what, and for how long; things to pay attention to both in anticipating the event and in responding to circumstances in the moment, to support movement along the intended trajectory toward the desired outcome

inquiry & synthesis – discovering coherence and moving toward convergence. From gathering information to exploring knowledge to arriving at understanding, shared meaning, consensus, or clear outcomes

Cards in the Inquiry & Synthesis theme – image credit

intention – serving and attending to the larger purpose for the gathering and how it is manifested, including addressing its longer term meaning and consequence. Why are we here, what’s our shared passion, and what are we aiming to accomplish

modelling – essential skills and responsibilities for both facilitator and participants, to demonstrate good group practice and ensure the process goes well; includes monitoring, nurturing and mentoring the group, enabling their effective personal and collective self-management

perspective – noticing and helping the group more openly and thoughtfully explore different ways of seeing an issue; watching, understanding, and appreciating divergent viewpoints, ideas, values and opinions

Cards in the ‘Perspective’ theme – image credit

relationship – creating and maintaining quality connections with each other, honouring our full selves, and recognising power relations

There are many possible ways in which the cards can be used – the Deck includes a booklet explaining the purpose and history of the project and suggested uses for the cards, as well as inviting feedback on any new approaches from those who use them.

The cards could be useful for:

  • group learning or teaching of facilitation skills
  • post-event reflection and debriefing
  • for intuitive guidance – the cards as oracle
  • assignments during a group session – people are responsible for bringing the pattern on their card into the group as needed
  • methodology mapping – to illustrate how process methods work (eg. Open Space Technology, Appreciative Inquiry, Future Search)
  • during an event or process when the group is ‘stuck’

Aside from its use within and around group work, the Deck also has the potential to act as a framework and learning technique, and can provide a common reference point for practitioners.

The Group Works Card Deck is available for preview, or you can download a free pdf and create your own set, at

You can also purchase the deck as a boxed set, and a smart phone app featuring the whole deck is in development.

To find out about the ongoing development of the pattern language, and explore the patterns in greater detail, go to:

For more on patterns, see Anthony Lawlor’s book, 24 Patterns of Wisdom.

Have you ever been to a truly memorable meeting or gathering that transformed you in some way? What was it that created that feeling or outcome?

How do you think you might use this deck in your work?

If you’d like to get Cruxcatalyst via email, click here to subscribe to this blog.

If you liked this post, please consider sharing it using the buttons below.


Be A Game-Changer, Using Games

badges of different colours, symbols

Image Credit

Gamification, an innovative approach that has recently emerged, is the application of game design, thinking and mechanics to non-game processes and systems. For changemakers, its possibilities as an engagement tool and behaviour change technique are only just beginning to be explored.

Games are everywhere – Angry Birds on public transit and in waiting rooms, Sudoku and crosswords in the coffee shop, World of Warcraft on the computer, X-Box in the living room, not to mention a wide range of physical sports and games from darts to basketball.

People spend hours playing them, almost always with no monetary reward or other incentive – except autonomy (creating and directing our own experience), mastery (developing skills and ability) and purpose (complete the puzzle, defeat the Boss, win the final).

Not coincidentally, these are also the three aspects Dan Pink identifies as key to intrinsic (self) motivation, as distinct from the extrinsic motivators of ‘carrots and sticks’.

Gamification harnesses this existing human appetite for gaming, but instead of tugging the cherry bush to open a secret door, beating the Boss and opening the next level, or piling hotels onto Mayfair, game dynamics are redefining how people participate in life as citizens and consumers.

Image Credit

Why Gamification Works

The concept of gamification has gained traction so quickly that according to a recent Gartner Research Report, it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.

Gartner identified four main reasons why gamification creates, maintains and amplifies engagement:

1. Accelerated feedback cycles. In the real world, feedback loops are slow (eg. annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.

2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.

3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.

4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.

Research has shown that playing games releases the feel-good hormone dopamine, which is associated with reward and pleasure centres in the brain, meaning players return and keep pursuing the activity.

Gaming Our Way To Sustainability

Often, behaviour change approaches rely on extrinsic motivators ‘sticks’ (punishments) or ‘carrots’ (rewards), yet the real traction for change comes when the motivation is intrinsic.

Giving people ‘laundry lists’ of things to change about their lives, even when it means saving money, translates as ‘tasks to do’ – 1. switch to energy efficient lightbulbs 2. install a low-flow showerhead 3. recycle etc etc reduces engagement by disempowering the participant, and rendering sustainable behaviour as merely another chore to add to people’s already busy lives.

These lists have been out there for years and years, and while some progress has been made in awareness, and some improvements have taken place, what could really ignite change is making it fun, and making it something people want to keep doing.

There are a myriad of game techniques that could be employed to involve people in shaping sustainable communities, including:

  • achievement ‘badges’ – collected for completing a task or challenge or accumulating a certain number of points
  • achievement levels – unlocking higher levels of play and rewards
  • leaderboards – comparing results with others and establishing status/reputation
  • progress bar or other visual meter – to indicate how close people are to completing a task
  • systems for awarding, redeeming, trading, gifting, and otherwise exchanging points

While there are also several valid critiques of gamification, if techniques are designed and executed well, it can create a buzz and momentum around a campaign, involve people who might not otherwise be engaged, and keep people coming back.

One example of game dynamics application is being developed by SCVNGR, a startup which has created a social location-based gaming platform for smart phones. Players can earn points by visiting locations and completing challenges, which unlock badges and earn them real-world rewards.

In this talk from TEDx Boston, SCVNGR founder Seth Priebatsch discusses how his enterprise is seeking to build a ‘game layer’ on top of the world, a concept which has the potential to transform commerce, governance and everyday life:

Arguably the greatest sphere in which to leverage involvement using game dynamics is online, but that’s not to say that successful gamification can’t happen offline, in the real world.

Gamifiying the Offline World

Although digital technology has driven the recent rapid development of online gamification, the Speed Camera Lottery is one example of ‘gamification’ that is ‘offline’.

The Fun Theory invited ideas from the public for a ‘Fun Theory Award’, which was won by USA’s Kevin Richardson, who asked himself: ‘Can we get more people to obey the speed limit by making it fun to do?’

Richardson’s idea was to capture on camera people who stick to the speed limit, with their registration numbers recorded and entered into a lottery. Winners received cash prizes, which were sourced from the fines raised by those motorists caught speeding!

This approach was considered so innovative that Volkswagen and the Swedish National Society for Road Safety implemented it in Stockhom, Sweden:

So next time you feel guilty for ‘time-wasting’ on X-Box, Playstation or Wii, or you chastise your kids for doing so, remember that they (and you) are engaging with a phenomenon that is just at the beginning of radically redefining how we engage with the world, both online and offline.

Can you see any ways where ‘gamification’ could help motivate involvement in your work or projects? 

What excites you about the concept of gamification? What worries you about it?

If you’d like to get Cruxcatalyst via email, click here to subscribe to this blog.

If you liked this post, please consider sharing it using the buttons below.