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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.
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.
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.
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.
Über den Autor
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.
Inhaltsverzeichnis
Introduction xi
Imagining Better Results for Teams I. What is a Visual Team? 1Using 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 55Seeing 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 93Creating 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 149Innovating 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 183Thinking 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 219A 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
Imagining Better Results for Teams I. What is a Visual Team? 1Using 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 55Seeing 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 93Creating 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 149Innovating 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 183Thinking 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 219A 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
Details
Erscheinungsjahr: | 2011 |
---|---|
Fachbereich: | Betriebswirtschaft |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | IntroductionImagining Better Results for Teams xiI. What Is a Visual Team?Using Graphics Across the Whole Workflow 11. Working Like Designers / Why Visual Teams Get Results 32. Why Be a Visual Team? / The Case for Collaboration 153. A Graphic User Interf |
ISBN-13: | 9781118077436 |
ISBN-10: | 1118077431 |
Sprache: | Englisch |
Herstellernummer: | 1W118077430 |
Einband: | Kartoniert / Broschiert |
Autor: | Sibbet, David |
Hersteller: |
John Wiley & Sons
John Wiley & Sons Inc |
Maße: | 256 x 179 x 24 mm |
Von/Mit: | David Sibbet |
Erscheinungsdatum: | 18.11.2011 |
Gewicht: | 0,491 kg |
Über den Autor
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.
Inhaltsverzeichnis
Introduction xi
Imagining Better Results for Teams I. What is a Visual Team? 1Using 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 55Seeing 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 93Creating 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 149Innovating 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 183Thinking 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 219A 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
Imagining Better Results for Teams I. What is a Visual Team? 1Using 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 55Seeing 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 93Creating 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 149Innovating 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 183Thinking 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 219A 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
Details
Erscheinungsjahr: | 2011 |
---|---|
Fachbereich: | Betriebswirtschaft |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | IntroductionImagining Better Results for Teams xiI. What Is a Visual Team?Using Graphics Across the Whole Workflow 11. Working Like Designers / Why Visual Teams Get Results 32. Why Be a Visual Team? / The Case for Collaboration 153. A Graphic User Interf |
ISBN-13: | 9781118077436 |
ISBN-10: | 1118077431 |
Sprache: | Englisch |
Herstellernummer: | 1W118077430 |
Einband: | Kartoniert / Broschiert |
Autor: | Sibbet, David |
Hersteller: |
John Wiley & Sons
John Wiley & Sons Inc |
Maße: | 256 x 179 x 24 mm |
Von/Mit: | David Sibbet |
Erscheinungsdatum: | 18.11.2011 |
Gewicht: | 0,491 kg |
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