Visual Teams: Graphic Tools for Commitment, Innovation & High Performance


Imagining Better Results for Teams

I. What Is a Visual Team?

Using Graphics Across the Whole Workflow

1. Working Like Designers / Why Visual Teams Get Results

2. Why Be a Visual Team? / The Case for Collaboration

3. A Graphic User Interface for Teams / The Drexler/ Sibbet Team Performance Model

II. Leading Visual Teams

Seeing the BIG Picture

4. So You've Just Been Promoted / Understanding Team Leadership

5. Managing Four Flows of Activity / Attention, Energy, Information, & Operations

6. Supporting Innovation / Providing Visual Tools

III. Visual Team Startup

Creating Trust, Focus, & Commitment

7. Visualizing Purpose / Orienting to Your Mission

8. Seeing Yourself As a Team / Developing Trust

9. Clarifying Goals / Using the Graphic Gameplan

10. Consensus or Command? / Deciding Commitments

IV. Sustaining Results

Innovating for High Performance

11. Graphics & Project Management / Implementation You Can Literally See

12. Visualizing & Innovating / Understanding High Performance

13. Assessments, Dialogues, & Sharing Rallies / The Importance of Learning & Renewal

V. Growing a Visual Team Culture

Thinking BIG About Opportunities

14. Introducing Visual Teams / Communicating Benefits

15. Developing Visual Team Skills / Learning Tips & Tools

16. Shared Visual Language / Toward an Operating System for Visual Teams

VI. New Technology Tools

A Revolution in Visual Collaboration

17. Visual Tools Come of Age / Experiencing High Performance at the Institute for the Future

18. Graphics for Distributed Teams / Web & Teleconferences

19. Team Rooms & the Net / Physical Places or Virtual Spaces?

20. Mobile Technology / Reshaping Tomorrow's Teams

VII. Links, Tools, & Other Resources

21. Websites & Bibliography


Jack R. Gibb's Original Research

Summary of Arthur M. Young's Theory of Process