Organizational Parkour for Seattle Infocamp, 10/2013

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More on ways to practice our negotiation skills so our great UX designs will see the light of day. It proposes that UX Designers strengthen our cognitive flexibility, learn basic negotiation skills, and anticipate conflict and practice how to get through it.

Published in: Business, Technology

Organizational Parkour for Seattle Infocamp, 10/2013

  1. 1. Organizational Parkour The Negotiation Game Joan Vermette Content Strategy Director Mad*Pow
  2. 2. Welcome to Infocamp
  3. 3. Welcome to Infocamp
  4. 4. Welcome to Meaningcamp
  5. 5. Welcome to Meaningcamp
  6. 6. Welcome to PEOPLEcamp
  7. 7. All of us do our work in ORGANIZATIONS
  8. 8. ORGANIZATIONS can throw up barriers
  9. 9. Size Size of mission Amount of risk Accountability
  10. 10. ORGANIZATIONS CULTURE
  11. 11. Hierarchy Autonomy Collaboration Work/life balance
  12. 12. ORGANIZATIONS CULTURE PERSONALITIES
  13. 13. Skill bases work attitudes optimism/pessimism competitiveness preparedness
  14. 14. ORGANIZATIONS CULTURE PERSONALITIES KNOWLEDGE
  15. 15. Info consumers Info creators Non-experts
  16. 16. What is parkour?
  17. 17. Georges Hébert “Être fort pour être utile.”
  18. 18. What parkour looks like
  19. 19. “Parkour is the attainment of
  20. 20. “Parkour is the attainment of
  21. 21. “Parkour is the attainment of human freedom through the built environment”
  22. 22. “Built environment” = Organizations
  23. 23. But it’s all okay…
  24. 24. Because the difference between this…
  25. 25. And this…
  26. 26. Attitude I wouldn’t worry about it none. It was my own dream and they’re only in your head…
  27. 27. Practice You practice so you can invent. Discipline? No… The joy of practicing leads you to the celebration of the creation
  28. 28. Parkour artists learn three ways Strength training Fundamentals Obstacle courses
  29. 29. Parkour artists learn three ways Strength training Fundamentals Obstacle courses And so can we
  30. 30. Strength Training for us Observation
  31. 31. Strength Training for us Observation = mindfulness
  32. 32. Strength Training for us Empathy
  33. 33. Strength Training for us Empathy = poly-empathic
  34. 34. St Sebastian, the patron saint of design thinking
  35. 35. St Sebastian, the patron saint of design thinking
  36. 36. St Sebastian, the patron saint of cognitive flexibility
  37. 37. Cognitive flexibility: The mental ability to think about multiple concepts simultaneously.
  38. 38. Cognitive flexibility: the Stroop Test RED GREEN BLUE
  39. 39. Fundamentals Standard vaults, leaps, rolls…
  40. 40. Fundamentals for us NEGOTIATION
  41. 41. Principled Negotiation
  42. 42. Principled Negotiation §  Separate the people from the problem
  43. 43. Principled Negotiation §  Separate the people from the problem §  Focus on interests, not positions
  44. 44. Principled Negotiation §  Separate the people from the problem §  Focus on interests, not positions §  Invent multiple options looking for mutual gains before deciding what to do
  45. 45. Principled Negotiation §  Separate the people from the problem §  Focus on interests, not positions §  Invent multiple options looking for mutual gains before deciding what to do §  Insist that the result be based on some objective standard
  46. 46. Obstacle Courses
  47. 47. A parkour park
  48. 48. Obstacle Courses for Us
  49. 49. Role Playing Game Client Role 1A UX Role 1B
  50. 50. Story Game The story of a project
  51. 51. Project brief
  52. 52. Project brief §  Modifying content and adding a new mini-application to an existing web property for a large company
  53. 53. Client Statement
  54. 54. Agency Statement
  55. 55. Statement of Work §  Upfront research, including §  reviewing internal documents §  stakeholder interviews §  user interviews. §  Design Studio workshop §  Wireframe initial key screens §  Detailed wireframes of all the flows
  56. 56. The Cards §  The script of the story is on a deck of cards. Each card is a part of the story in the process of creating a deliverable.
  57. 57. Anatomy of a game card
  58. 58. The object: create deliverables §  The object of the game is create deliverables by playing cards in order. §  Some of the cards the team needs are in the clients’ hands, some are in the UX team’s hands.
  59. 59. Timing and Game Play §  The game is in three phases: §  Discovery: Deliverables 1 – 4 §  Research and Design Studio Workshop: Deliverables 5 - 8 §  Design: Deliverables 9 - 10 §  Each phase takes 20 minutes, depending on the size of the teams.
  60. 60. Want to PLAY?
  61. 61. In summary § Conflict and communications issues are not the things *interfering* with our jobs – understanding them IS our job § We can practice getting better at dealing with them, three ways: § Strengthen our core cognitive skills § Learn the fundamentals of negotiation § Recognize what issues continually arise in your work, and prepare for them.
  62. 62. Questions?

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