Introduction
Introduction
Intro to "Introduce new thinking"
Models
Models
100

Name 1 challenges of communicating "the new"

The complex 

The unfamiliar

The still-fuzzy

100

Name 1 challenges of communicating "the new"

The complex

The unfamiliar

The still-fuzzy

100

Name 1 objective of Introduce new thinking

1. Create emotional and intellectual engagement with the work.

2. Incubate new thinking in others.

3. Build belief, conviction, and ownership.

4. Establish relevance, potential of The New.

100

"Use tools and games to bring hands-on learning to the experience" 

Name the model.


Interaction experiences

100

"Use artifacts to keep information alive"

Name the model.

Extension experiences

200

Name 1 communication myth

1. Simplification is the answer

2. Packaging and selling are the objective

3. Delivering and transferring are the means

200

Name 1 communication myth

1. Simplification is the answer

2. Packaging and selling are the objective

3. Delivering and transferring are the means

200

Name 2 objective of Introduce new thinking

Create emotional and intellectual engagement with the work.

Incubate new thinking in others.

Build belief, conviction, and ownership.

Establish relevance, potential of The New.

200

"LARGE-SCALE INSTALLATIONS CREATE FOCUS, DRAMATIZE PROGRESS" 

This is an example of which model?

Exploratory experiences

200

"WORKSHOPS CAN PUT EVERYONE ON THE SAME SIDE OF THE TABLE"

This is an example of which model?

Application experiences

300

Name 2 communication missions

Create all-in, not buy-in

Build a common basis of judgment

Build belief and conviction

Move ideas through the organization

Preempt the power of no

300

Name 2 communication missions

Create all-in, not buy-in

Build a common basis of judgment

Build belief and conviction

Move ideas through the organization

Preempt the power of no

300

Which one is missing: 

1. Finding the centre

2. Framing the work

3. Targeting your constituents

4. 

5. Expanding the conversation


Introduce new thinking


300

__________ are a more effective model for learning because they allow participants to bring their own varying knowledge, experiences, and agendas into an exchange with new information and individuals.

Experiences

300

____________ environments are particularly useful for their ability to simulate experiences that are important to grasp but can be hard to record or participate in.

Immersion

400

Name 2 ways communication methods accelerate innovation

Finding the centre

Framing the work

Targeting your constituents

Introduce new thinking

Expanding the conversation

400

Name 2 ways communication methods accelerate innovation

Finding the centre

Framing the work

Targeting your constituents

Introduce new thinking

Expanding the conversation

400

The reality of information “transfer” is based on these 4 criterias, name them. 

1. Content

2. Materials

3. Interactions

4. Environment

400

Name 2 examples of Immersion experiences


1. MULTIPLE PROJECTORS CAN BUILD A DEBRIEF ENVIRONMENT

2. MULTIPLE MEDIA INTENSIFY THE EXPERIENCE

3. MULTIPLE SCREENS HELP PEOPLE EXPERIENCE THE FUTURE

400

Name 2 examples of Interaction experiences.

1. TECHNOLOGY CAN SUPPORT HANDS-ON EXPERIMENTATION

2. GAMES CAN DRIVE STAKEHOLDERS DEEPER INTO THE DATA

3. CONVERSATION SPACES CAN OPEN UP NEW THINKING

500

Define "Finding the centre"

Sharpen your thinking, Know what you know

500

Define "Introduce new thinking"

Create emotional + intellectual experiences

500

Give 1 example of "Materials" used for communication convention.

1. Slide decks

2. Handouts

3. Reports

500

The “big binder of everything" and "Unconventionally designed reports" are examples of which model?

EXTENSION EXPERIENCES

500

"Artifacts and large-scale installations" are examples of which model?

EXPLORATORY EXPERIENCES

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