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Graphic tools and visual solutions for team building and development Visual Teams uses visual tools and methods to help teams--both face-to-face and virtual--reach high performance in today's work environment. As teams become more and more global and distributed, visualization provides an important channel of communication--one that opens up the group's mind to improving work systems and processes by understanding relationships, interconnections, and big picture contexts. Visual Teams shares best practices and uses visualization as a power tool for process improvement by providing teams with a…mehr
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Graphic tools and visual solutions for team building and development Visual Teams uses visual tools and methods to help teams--both face-to-face and virtual--reach high performance in today's work environment. As teams become more and more global and distributed, visualization provides an important channel of communication--one that opens up the group's mind to improving work systems and processes by understanding relationships, interconnections, and big picture contexts. Visual Teams shares best practices and uses visualization as a power tool for process improvement by providing teams with a common language for high performance. The book: * Explores how any kind of team can draw on the principles and practices of creative design teams in the software, architectural, engineering, and information design professions * Introduces the Drexler/Sibbet Team Performance(TM) Model and related tools--a system used throughout companies such as Nike, Genentech, Becton Dickinson, Chevron, and others Visual Teams presents a comprehensive framework, best practices, and unique visual tools for becoming an innovative, high-performance team.
Produktdetails
- Produktdetails
- Verlag: John Wiley & Sons
- Seitenzahl: 320
- Erscheinungstermin: 20. September 2011
- Englisch
- ISBN-13: 9781118158579
- Artikelnr.: 38398506
- Verlag: John Wiley & Sons
- Seitenzahl: 320
- Erscheinungstermin: 20. September 2011
- Englisch
- ISBN-13: 9781118158579
- Artikelnr.: 38398506
DAVID SIBBET is a world leader in the area of graphic facilitation and visual thinking for groups. He is the founder and president of The Grove Consultants International, a company whose leading-edge group-process tools and services for panoramic visualization, graphic facilitation, team leadership, and organizational transformation are used by consultants and organizations around the world. Sibbet has been the visual cartographer for the TED conference, and is the recipient of the OD Network Members Award for Creative Contribution to the field of organizational development.
Introduction xi Imagining Better Results for Teams I. What is a Visual Team? 1 Using Graphics Across the Whole Workflow 1. Working Like Designers 3 Why Visual Teams Get Results 2. Why Be a Visual Team? 15 The Case for Collaboration 3. A Graphic User Interface for Teams 29 The Drexler/Sibbet Team Performance Model II. Leading Visual Teams 55 Seeing the BIG Picture 4. So You've Just Been Promoted 57 Understanding Team Leadership 5. Managing Four Flows of Activity 73 Attention, Energy, Information, & Operations 6. Supporting Innovation 83 Providing Visual Tools III. Visual Team Startup 93 Creating Trust, Focus, & Commitment 7. Visualizing Purpose 95 Orienting to Your Mission 8. Seeing Yourself As a Team 107 Developing Trust 9. Clarifying Goals 117 Using the Graphic Gameplan 10. Consensus or Command? 131 Deciding Commitments IV. Sustaining Results 149 Innovating for High Performance 11. Graphics & Project Management 151 Implementation You Can Literally See 12. Visualizing & Innovating 159 Understanding High Performance 13. Assessments, Dialogues, & Sharing Rallies 171 The Importance of Learning & Renewal V. Growing a Visual Team Culture 183 Thinking BIG About Opportunities 14. Introducing Visual Teams 185 Communicating Benefits 15. Developing Visual Team Skills 193 Learning Tips & Tools 16. Shared Visual Language 201 Toward an Operating System for Visual Teams VI. New Technology Tools 219 A Revolution in Visual Collaboration 17. Visual Tools Come of Age 221 Experiencing High Performance at the Institute for the Future 18. Graphics for Distributed Teams 231 Web & Teleconferences 19. Team Rooms & the Net 241 Physical Places or Virtual Spaces? 20. Mobile Technology 249 Reshaping Tomorrow's Teams VII. Links, Tools, & Other Resources 263 21. Websites & Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273 Summary of Arthur M. Young's Theory of Process 274 Index 277
Introduction Imagining Better Results for Teams xi I. What Is a Visual
Team? Using Graphics Across the Whole Workflow 1 1. Working Like Designers
/ Why Visual Teams Get Results 3 2. Why Be a Visual Team? / The Case for
Collaboration 15 3. A Graphic User Interface for Teams / The Drexler/
Sibbet Team Performance Model 29 II. Leading Visual Teams Seeing the BIG
Picture 55 4. So You've Just Been Promoted / Understanding Team Leadership
57 5. Managing Four Flows of Activity / Attention, Energy, Information, &
Operations 73 6. Supporting Innovation / Providing Visual Tools 83 III.
Visual Team Startup Creating Trust, Focus, & Commitment 93 7. Visualizing
Purpose / Orienting to Your Mission 95 8. Seeing Yourself As a Team /
Developing Trust 107 9. Clarifying Goals / Using the Graphic Gameplan 117
10. Consensus or Command? / Deciding Commitments 131 IV. Sustaining Results
Innovating for High Performance 149 11. Graphics & Project Management /
Implementation You Can Literally See 151 12. Visualizing & Innovating /
Understanding High Performance 159 13. Assessments, Dialogues, & Sharing
Rallies / The Importance of Learning & Renewal 171 V. Growing a Visual Team
Culture Thinking BIG About Opportunities 183 14. Introducing Visual Teams /
Communicating Benefits 185 15. Developing Visual Team Skills / Learning
Tips & Tools 193 16. Shared Visual Language / Toward an Operating System
for Visual Teams 201 VI. New Technology Tools A Revolution in Visual
Collaboration 219 17. Visual Tools Come of Age / Experiencing High
Performance at the Institute for the Future 221 18. Graphics for
Distributed Teams / Web & Teleconferences 231 19. Team Rooms & the Net /
Physical Places or Virtual Spaces? 241 20. Mobile Technology / Reshaping
Tomorrow's Teams 249 VII. Links, Tools, & Other Resources 263 21. Websites
& Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273
Summary of Arthur M. Young's Theory of Process 274 Index 277
Team? Using Graphics Across the Whole Workflow 1 1. Working Like Designers
/ Why Visual Teams Get Results 3 2. Why Be a Visual Team? / The Case for
Collaboration 15 3. A Graphic User Interface for Teams / The Drexler/
Sibbet Team Performance Model 29 II. Leading Visual Teams Seeing the BIG
Picture 55 4. So You've Just Been Promoted / Understanding Team Leadership
57 5. Managing Four Flows of Activity / Attention, Energy, Information, &
Operations 73 6. Supporting Innovation / Providing Visual Tools 83 III.
Visual Team Startup Creating Trust, Focus, & Commitment 93 7. Visualizing
Purpose / Orienting to Your Mission 95 8. Seeing Yourself As a Team /
Developing Trust 107 9. Clarifying Goals / Using the Graphic Gameplan 117
10. Consensus or Command? / Deciding Commitments 131 IV. Sustaining Results
Innovating for High Performance 149 11. Graphics & Project Management /
Implementation You Can Literally See 151 12. Visualizing & Innovating /
Understanding High Performance 159 13. Assessments, Dialogues, & Sharing
Rallies / The Importance of Learning & Renewal 171 V. Growing a Visual Team
Culture Thinking BIG About Opportunities 183 14. Introducing Visual Teams /
Communicating Benefits 185 15. Developing Visual Team Skills / Learning
Tips & Tools 193 16. Shared Visual Language / Toward an Operating System
for Visual Teams 201 VI. New Technology Tools A Revolution in Visual
Collaboration 219 17. Visual Tools Come of Age / Experiencing High
Performance at the Institute for the Future 221 18. Graphics for
Distributed Teams / Web & Teleconferences 231 19. Team Rooms & the Net /
Physical Places or Virtual Spaces? 241 20. Mobile Technology / Reshaping
Tomorrow's Teams 249 VII. Links, Tools, & Other Resources 263 21. Websites
& Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273
Summary of Arthur M. Young's Theory of Process 274 Index 277
Introduction xi Imagining Better Results for Teams I. What is a Visual Team? 1 Using Graphics Across the Whole Workflow 1. Working Like Designers 3 Why Visual Teams Get Results 2. Why Be a Visual Team? 15 The Case for Collaboration 3. A Graphic User Interface for Teams 29 The Drexler/Sibbet Team Performance Model II. Leading Visual Teams 55 Seeing the BIG Picture 4. So You've Just Been Promoted 57 Understanding Team Leadership 5. Managing Four Flows of Activity 73 Attention, Energy, Information, & Operations 6. Supporting Innovation 83 Providing Visual Tools III. Visual Team Startup 93 Creating Trust, Focus, & Commitment 7. Visualizing Purpose 95 Orienting to Your Mission 8. Seeing Yourself As a Team 107 Developing Trust 9. Clarifying Goals 117 Using the Graphic Gameplan 10. Consensus or Command? 131 Deciding Commitments IV. Sustaining Results 149 Innovating for High Performance 11. Graphics & Project Management 151 Implementation You Can Literally See 12. Visualizing & Innovating 159 Understanding High Performance 13. Assessments, Dialogues, & Sharing Rallies 171 The Importance of Learning & Renewal V. Growing a Visual Team Culture 183 Thinking BIG About Opportunities 14. Introducing Visual Teams 185 Communicating Benefits 15. Developing Visual Team Skills 193 Learning Tips & Tools 16. Shared Visual Language 201 Toward an Operating System for Visual Teams VI. New Technology Tools 219 A Revolution in Visual Collaboration 17. Visual Tools Come of Age 221 Experiencing High Performance at the Institute for the Future 18. Graphics for Distributed Teams 231 Web & Teleconferences 19. Team Rooms & the Net 241 Physical Places or Virtual Spaces? 20. Mobile Technology 249 Reshaping Tomorrow's Teams VII. Links, Tools, & Other Resources 263 21. Websites & Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273 Summary of Arthur M. Young's Theory of Process 274 Index 277
Introduction Imagining Better Results for Teams xi I. What Is a Visual
Team? Using Graphics Across the Whole Workflow 1 1. Working Like Designers
/ Why Visual Teams Get Results 3 2. Why Be a Visual Team? / The Case for
Collaboration 15 3. A Graphic User Interface for Teams / The Drexler/
Sibbet Team Performance Model 29 II. Leading Visual Teams Seeing the BIG
Picture 55 4. So You've Just Been Promoted / Understanding Team Leadership
57 5. Managing Four Flows of Activity / Attention, Energy, Information, &
Operations 73 6. Supporting Innovation / Providing Visual Tools 83 III.
Visual Team Startup Creating Trust, Focus, & Commitment 93 7. Visualizing
Purpose / Orienting to Your Mission 95 8. Seeing Yourself As a Team /
Developing Trust 107 9. Clarifying Goals / Using the Graphic Gameplan 117
10. Consensus or Command? / Deciding Commitments 131 IV. Sustaining Results
Innovating for High Performance 149 11. Graphics & Project Management /
Implementation You Can Literally See 151 12. Visualizing & Innovating /
Understanding High Performance 159 13. Assessments, Dialogues, & Sharing
Rallies / The Importance of Learning & Renewal 171 V. Growing a Visual Team
Culture Thinking BIG About Opportunities 183 14. Introducing Visual Teams /
Communicating Benefits 185 15. Developing Visual Team Skills / Learning
Tips & Tools 193 16. Shared Visual Language / Toward an Operating System
for Visual Teams 201 VI. New Technology Tools A Revolution in Visual
Collaboration 219 17. Visual Tools Come of Age / Experiencing High
Performance at the Institute for the Future 221 18. Graphics for
Distributed Teams / Web & Teleconferences 231 19. Team Rooms & the Net /
Physical Places or Virtual Spaces? 241 20. Mobile Technology / Reshaping
Tomorrow's Teams 249 VII. Links, Tools, & Other Resources 263 21. Websites
& Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273
Summary of Arthur M. Young's Theory of Process 274 Index 277
Team? Using Graphics Across the Whole Workflow 1 1. Working Like Designers
/ Why Visual Teams Get Results 3 2. Why Be a Visual Team? / The Case for
Collaboration 15 3. A Graphic User Interface for Teams / The Drexler/
Sibbet Team Performance Model 29 II. Leading Visual Teams Seeing the BIG
Picture 55 4. So You've Just Been Promoted / Understanding Team Leadership
57 5. Managing Four Flows of Activity / Attention, Energy, Information, &
Operations 73 6. Supporting Innovation / Providing Visual Tools 83 III.
Visual Team Startup Creating Trust, Focus, & Commitment 93 7. Visualizing
Purpose / Orienting to Your Mission 95 8. Seeing Yourself As a Team /
Developing Trust 107 9. Clarifying Goals / Using the Graphic Gameplan 117
10. Consensus or Command? / Deciding Commitments 131 IV. Sustaining Results
Innovating for High Performance 149 11. Graphics & Project Management /
Implementation You Can Literally See 151 12. Visualizing & Innovating /
Understanding High Performance 159 13. Assessments, Dialogues, & Sharing
Rallies / The Importance of Learning & Renewal 171 V. Growing a Visual Team
Culture Thinking BIG About Opportunities 183 14. Introducing Visual Teams /
Communicating Benefits 185 15. Developing Visual Team Skills / Learning
Tips & Tools 193 16. Shared Visual Language / Toward an Operating System
for Visual Teams 201 VI. New Technology Tools A Revolution in Visual
Collaboration 219 17. Visual Tools Come of Age / Experiencing High
Performance at the Institute for the Future 221 18. Graphics for
Distributed Teams / Web & Teleconferences 231 19. Team Rooms & the Net /
Physical Places or Virtual Spaces? 241 20. Mobile Technology / Reshaping
Tomorrow's Teams 249 VII. Links, Tools, & Other Resources 263 21. Websites
& Bibliography 265 Appendix 273 Jack R. Gibb's Original Research 273
Summary of Arthur M. Young's Theory of Process 274 Index 277