Experiential Learning 2: Inventing
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Experiential Learning 2: Inventing

About the Book

About the Author

Gerald M. Weinberg
Gerald M. Weinberg

I've always been interested in helping smart people be happy and productive. To that end, I've published books on human behavior, including Weinberg on Writing: The Fieldstone Method, The Psychology of Computer Programming, Perfect Software and Other Fallacies, and an Introduction to General Systems Thinking. I've also written books on leadership including Becoming a Technical Leader, The Secrets of Consulting (Foreword by Virginia Satir), More Secrets of Consulting, and the nine-volume Quality Software series.

I try to incorporate my knowledge of science, engineering, and human behavior into all of my writing and consulting work (with writers, hi-tech researchers, software engineers, and people whose life-situation could require the use of a service dog). I write novels about such people, including The Aremac Project, Aremac Power, Jigglers, First Stringers, Second Stringers, The Hands of God, Freshman Murders, Where There's a Will There's a Murder, Earth's Endless Effort, and Mistress of Molecules—all about how my brilliant protagonists produce quality work and learn to be happy. My books that are not yet on Leanpub may be found as eBooks at <http://www.smashwords.com/profile/view/JerryWeinberg>; on Amazon at http://www.amazon.com/-/e/B000AP8TZ8; and at Barnes and Noble bookstore: http://tinyurl.com/4eudqk5.

Early in my career, I was the architect for the Project Mercury's space tracking network and designer of the world's first multiprogrammed operating system. I won the Warnier Prize, the Stevens Award, and the first Software Testing Professionals' Luminary Award, all for my writing on software quality. I was also elected a charter member of the Computing Hall of Fame in San Diego and chosen for the University of Nebraska Hall of Fame.

But the "award" I'm most proud of is the book, The Gift of Time (Fiona Charles, ed.) written by my student and readers for my 75th birthday. Their stories make me feel that I've been at least partially successful at helping smart people be happy.

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Table of Contents

  • Volume 2 Preface Supplement
  • Series Preface
    • Who Should Read this Series?
    • Where Can The Series Be Helpful?
    • What Can Be Learned from the Series?
    • How Can a Reader Help Improve Future Editions?
  • The Learning Cycle
    • Invention
    • Failed Invention Phases
  • House of Cards
    • Not Enough Telling
    • Not Enough Freedom
  • Redesigning the House of Cards
    • Adding Freedom
    • Adding Constraints
    • What Do We Want the Students to Learn?
    • You Can’t Think of Everything
  • Expanding the Learning Possibilities
    • A Series of Problems
    • Parallel Problems
    • New natural laws
    • Planning for the future
    • Adaptability
  • Problem-Solving Lessons
    • Design and Development Inventions
  • Leadership Lessons
    • Inventions When the Emphasis Is on Leadership
  • Organizational Lessons
    • The MOI(J) Matrix
    • Leadership Attempts
    • Inventing the Grid
  • Applying the Organizational Invention
    • Styles of Leadership
    • Levels of leadership
    • Analyzing team style
  • Repurposing an Exercise
    • Simulation dynamics
    • Simulation description
  • A Variety of Inventions
    • Other possible inventions
    • Typical participant inventions
    • When You Conduct a Double Class
  • Hammer and Nails
    • An exploration
    • Invention
    • Was this invention?
    • Covering the material
  • Types of Invention
    • A dialogue on invention methods
    • Analysis
    • Graphing observations
    • Universal Questions
  • Tinkering With Toys
    • Can learning be fun?
    • Instructor notes for Tinkering with Toys
    • Team A’s Handout for Phase One:
    • Team B’s Handout for Phase One:
    • Team C’s Handout for Phase One:
    • Team D’s Handout for Phase One:
    • Handout for Document Standards Teams
  • Additional Lessons From Tinkering With Toys
    • Another invention
    • Inventions come in many forms
  • Invention by Question
    • Self-reporting questions
    • Questions about the content of the exercise
    • Work-related questions
    • Form of the exercise
    • Suggested modifications
    • Follow up questions
    • About the questioning itself
  • Managing a Jigsaw Project
    • Manager reporting
    • Team-reporting
  • Pictorial Inventions
    • The twin pictures exercise
    • The invention process
    • Some inventions about the brain and pictures
    • Generalization of inventions about the brain and pictures
    • Discussion specific to software testing
    • Creating symbols
  • Making Poker Hands
    • Setup and process
    • Time Graphs
    • Emotion vs. time
  • Visual and Auditory Recording
    • Photographs
    • Videos
    • Sound recordings
  • The Addiction Game
    • Structure of the game
    • Diagrams of effects
  • Drawing
    • Organizational Mapping
    • Free hand drawing
    • Team Drawing
    • Art Gallery
  • Physical inventions
    • Sorting lines
    • Sorting grids
    • Dynamic sorting
    • Playing a Role
    • Sculpting
  • Internal Inventions
    • Private time
    • Quiet time
    • Massage
    • Dreams
    • Written activity sheets
    • Journaling
    • Your Personal Journal
    • Feelings
    • Body sculpting
  • Fishbowls for Invention
    • Instructor notes for designing a problem
    • Designing a Problem exercise
    • Fishbowl topics for solvers
    • Fishbowl topics for designers after they’ve observed the solvers
    • Fishbowl topics for either solvers or designers
  • Dramatic Enactments
    • The Satir interaction model
    • Park Bench
  • Design of an Experiential Workshop
    • The zero-level workshop design
    • Possible improvements
    • Listing essential topics
  • Our Philosophy of Experiential Workshops

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