Agile Ball Point Game 

60-90 min.

Purpose: Provide a highly engaging and interactive way for students to experience the Innovation Cycle, and the benefits of experimentation and iteration.

Assumptions    

10-15 min.

Purpose: Give students an appreciation for how routinely they make unconscious assumptions about what they observe and believe to be true.

Bad Product Ideas

20-30 min.

Purpose: Help students realize that all ideas have potential when we look for it—even the seemingly terrible ones.

Cahoots

15-30 min.

Purpose:Have students personally experience how naturally they fall into the Innovation Cycle—when they don’t stop themselves.

Creating a Personal Narrative

20 min.

Purpose: Have students develop a sense of themselves that reflects and is reflected by the feedback in their Innovation Mindset Snapshot

Determining Where to Join the Innovation Cycle

10-20 min.

Purpose: Help students understand that the Innovation Cycle is a continuous process that continually iterates, how to determine where to “join” that cycle and what tools are appropriate.

Growth Mindset – Theory of Intelligence

10-20 min.

Purpose: Illustrate what mindset is, how it impacts us and how we can change it. Also, distinguish between Growth Mindset and Innovator Mindset

Hair Over Ears

5 min.

Purpose: Give students an appreciation for how selectively they observe things around them, and guidance on how to correct for it.

Invisible Gorilla

10-15 min.

Purpose: Help students appreciate how challenging it can be to make accurate and complete observations, how easy it can be to miss the seemingly obvious, and how make good observations is a disciplined and imaginative process.

Nine Dots Variation

10 min.

Purpose: Help students realize how susceptible they are to making hidden assumptions, how difficult it is to detect them, and how much that can interfere with finding solutions.

Recognizing the Status Quo and Innovation Cycles

10-15 min.

Purpose: Help students spot each of these patterns and their emotional markers, in themselves and others, in a range of situations

Spinning Dancer

10-20 min.

Purpose: Give students an appreciation for how mindset works, how subtle yet powerful it can be, and how it can create conflict.

Status Quo Cycle vs. Innovation Cycle in Business

5 min.

Purpose: Help students readily identify the Status Quo and Innovation Cycles in a business context.

Status Quo Cycle vs. Innovation Cycle Professions

5 min.

Purpose: Help students readily identify the Status Quo and Innovation Cycles in a variety of settings.

Taking Action

10-20 min.

Purpose: Help students understand how to take action to pursue their ideas in ways that promote innovation rather than the status quo.

The Martian

10-15 min.

Purpose: Provide students with practice distinguishing between problems that require a Status Quo Cycle (Detect & Correct) response, and an Innovation Cycle (Explore and Discover) response. And, help students become proficient at recognizing these patterns.

Tools of an Innovator

5-30 min.

Purpose: Give students experience applying the Innovation Cycle to real world innovation challenges and an understanding of how a variety of innovation tools map onto the Innovation Cycle.

Types of Feedback

10 min.

Purpose: Give students an appreciation for how broadly and deeply the Status Quo and Innovation cycles are imbedded in how we all function and in how businesses operate.

Whodunnit

10-15 min.

Purpose: Have students experience the limits of their perceptions and how easily & frequently they miss things.