Thursday, March 26, 2009

A Process for Virtual Collaborative Design

Based on the inputs described in my last post, here is a possible model for a Virtual Collaboration Process.

1. Assemble a Core Team
Instead of gathering 50 or 100 or more participants for a multi-day session, we will start by assembling a Core Team of decision-makers. This might be 10-20 people, and should include some diversity.

2. Define Objectives and Outputs
The Core Team will work with us to define their objectives for this collaborative process and the output they want to receive at the end of the project. We will also define with this group the diverse perspectives that we want to explore through this process (stakeholders, time frames, models of solutions, etc.)

3. Distributed Model-Building
The Core Team will then distribute model-building assignments to small teams and individuals throughout the organization (and beyond). These teams will be asked to spend a small amount of time to build a model, document their work and send their outputs (models) back to the Core Team. This activity could be assigned to existing project teams or other groups. They could be asked by top management to spend an hour on this task during a regularly-scheduled meeting. We can engage a very large population with very little disruption to normal operations.

4. Processing the Models
The Core Team will then have to explore the models that have been created and use them in some way. The Core team would then send out the next round of assignments to the same or different teams throughout the organization. The outputs from these teams is again returned to the Core Team for processing.
This process can engage a huge population, but the primary transformation, insights and decision-making will happen in the Core Team. They are the only group that sees all of the divergent models being created. They are the only group exploring the ramifications of these different models. The Core Team will need to get together periodically during this process, but much of their work can be handled remotely as well. This will significantly decrease the client's cost for travel, lodging, etc. compared to large face-to-face meetings while at the same time increasing the breadth of participation and the depth of the exploration of divergent perspectives.

This process looks very different than a traditional face-to-face collaborative experience. But it uses the same core principles to achieve superior results through different tools and methods.

Here is a short video explaining the whole process:

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Wednesday, March 25, 2009

Conceiving of "Virtual Collaboration"

There are two possible approaches for exploring "virtual collaboration". The first is to add digital tools to existing processes or to recreate face-to-face experiences digitally. This seems to be the approach of most "collaborative technology" providers -- they want to create digital tools that make it seem like "you're in the same room" with people in other parts of the world. As facilitators of collaborative design, we know that most face to face meetings are highly unstructured and unproductive. Why would anyone want to perpetuate those experiences online in the first place?

The second approach to virtualization is to explore the core principles that makes a face-to-face process effective, and then to apply those core principles to a new, digital environment. The resulting process would leverage the strengths of the new medium rather than faithfully replicating the original face-to-face experience.

So what are the core principles of our face-to-face collaborative design process? What is it that we really do?

Approach to Facilitation and Design
First, there is a rather large universe of collaboration processes. Some processes involve a high facilitator presence (controlling the participants from the front of the room), and some involve a low facilitator presence. Some processes are designed in great detail in advance, and some processes allow the design to emerge through the experience. Plotted on a matrix, these two variable define four quadrants of collaboration.

Templates: Workshops
Most training and workshops fall into this quadrant with high facilitator presence and lots of design in advance. The agenda is established before the meeting and the facilitator runs the whole show.

Coaching: Doyle and Strauss
The traditional facilitation model involves the facilitator as a coach for the group. The group determines the agenda at the beginning of the meeting, and the facilitator focuses on managing the behavior of the participants (ensuring everyone's voice is heard, etc.)

Self-Organizing: Open Space
In this quadrant, there is no design and very little facilitator involvement. The group determines what it wants to do and how it will accomplish it. This is the realm of Open Space Technology.

Design-Intensive: Future Search, DesignShops, etc.
This is the high-design, low-facilitation quadrant where we have historically played and developed our expertise. The design is structured in great detail in advance, but the assignments facilitate the group's work. The facilitator plays a very light and occasional role in the process.

It is my belief that the core of the collaborative methodology that we use ("Collaborative Sessions", "DesignShops", etc.) is model-building. We ask participants to build models of a solution from a wide variety of perspectives, over and over again throughout our face-to-face sessions. An individual assignment asks the participants to build a model of a solution from their own vantage point. A "metaphor" activity asks participants to build a model of a solution based on a different system (a living system, for example, or another kind of lens). A "take-away" activity asks participants to build a model of a solution that does not include a component that is normally viewed as essential. They build models from the perspectives of different stakeholders. They build models of solutions in different time frames. They build models of solutions as if they were a competitor or a brand new start-up. Each of these models highlights new aspects of a final, workable solution. Our expertise is in identifying the right perspectives for building models and then sequencing those perspectives to explore new ideas and then converge on an excellent and innovative solution.

The Anatomy of a Model-Building Activity
Our collaborative sessions are a series of these model-building activities. Each activity is made up of several components. The assignment provides the context, process and instructions for the activity. The team defines the individuals working on the model. The template is the form for the team's final output -- a list, a graph, a flowchart, a diagram, etc. We may provide the team with some resources -- tools, information, materials, etc. Finally, the team does its work in some environment. These five elements combine into the experience of the activity, and the activity produces an ouput - some kind of model.

Types of Activities
There are a variety of different types of modeling activities that we can assign to a team. Orientation activities familiarize participants with the context of their work -- the objectives, the market, the landscape, etc.
Exploration
activities engage participants in learning about new perspectives or new systems.
Build
activities ask participants to create solutions.
Testing
activities ask participants to evaluate one or more possible solutions.
Incubation
activities get participants to think about other things for awhile to allow the problems to simmer.
Exchange
activities trade a model for some form of value -- a project plan, for example, might be exchanged for resources to fund that project. Again, our expertise is in identifying which types of activities are appropriate for a group and in what sequence.

So if we assume that the core of our face-to-face collaborative design process is "iterative model-building", then how can we create a virtual process to accomplish the same objectives? It may be valuable to learn from other successful processes for distributed, asynchronous change. Appreciative Inquiry is a successful change model that involves mostly one-on-one interviews between people throughout an organization. The process for creating "Implications Wheels" can engage small teams throughout an organization in a one-hour model-building activity that serves as very valuable input into a core team of decision-makers.

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Monday, March 23, 2009

Eureka! Novotel's Meeting Spaces

Novotel in Europe has been working with InnovationLabs to redesign its service offering for meetings. These tend to be smaller meetings - the space appears to max out around 20 people.

The tool they've developed for their website is a terrific example, though, of how a space can be reconfigured to support different functions. (Click on the four "plans" on the right side of the screen to see the space reconfigure!) The space can support a variety of different work styles, and this is the first demonstration I've seen of a hotel actually thinking through the process of a meeting beyond when a meal will be served.

They even post sample agendas for how your meeting can be more productive using this kind of space!

(Oh, the whole site is in French, so let me know if you have more questions about the content.)

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