Abstract
Background:
Describing the role of a facilitator often results in to-do lists resembling a recipe or a laundry list to follow. Such lists fail to grasp the inherent complexity of
Aim:
To develop a deeper understanding of on-the-fly
Intervention:
Six
Method:
An
Results:
On-the-fly-facilitation is instantaneous, but draws simultaneously on awareness of the past, present and future.
Conclusions:
In order to better understand how
Descriptions of what facilitation involves are often presented as laundry lists. In the attempt to be comprehensive, a crucial aspect of facilitation is lost and seldom discussed in literature. Facilitation can be understood as situated live performance (Hofstede et al., 2010) in chaordic learning environments (Leigh & Spindler, 2004), where skills of facilitators interact with the situated nature of how the game evolves just that day, and evoke
The aim of this article is to highlight the need to explore the complexity and muddiness of
Background: Laundry Lists and Cookbooks Describing Facilitation
Facilitation is often described by listing facilitator capabilities. Kortmann and Peters (2017) give overviews of authors that respectively list about 90 (Baker & Fraser, 2005), 41 (Stewart, 2006), 22 (de Vreede et al., 2002), 10 (Kolb et al., 2008), 13 (Vennix, 1999) or 26 (Ackermann, 1996) capabilities. Typically mentioned qualities are: Understanding the context, creating a participatory process, interpreting group dynamics and interpersonal skills (Kortmann & Peters, 2017). Such lists appear informative, but are so general that they do not give many clues as to how to apply each facilitation skill, and certainly not how to apply several of them in combination.
Other authors have pondered about the nature of facilitation in more general terms. Leigh and Spendler (2004) argue how facilitators can be more directive in closed simulations and more improvising in open simulations. Kato (2010) and Kriz (2010) show how facilitation can be characterised from different perspectives, varying from a set of tools, leadership, a communicative act, social action (Kato 2010) to giving direction, explaining, motivating and coaching (Kriz, 2010). Kolb et al., (2014) discern four facilitation roles: coach, facilitator, expert and evaluator. Finally, Leigh and Naweed (2019) highlight the management of power relations and how the presence of the facilitator can influence game-play. Whereas all of these illustrations are based on extensive practical facilitation experience of the involved authors, none of these publications include detailed empirical accounts of how facilitation actually is performed.
There are a few examples of articles that include thick empirical descriptions of facilitation episodes. Nakamura (1999) nicely portrays how a facilitator gradually can become more doubtful during a series of facilitations. Leigh (2003) presents examples of how challenging facilitation situations were handled in an experiential learning course. Whiteley and Garcia (1996) represent a dialogue between two facilitators of a group brainstorming session. In order to complexify our understanding of facilitation (Tsoukas, 2017), more such thick empirical accounts of facilitation need to be presented and analyzed in literature.
Intervention Context: Crisis Management Training
The context of the facilitation episodes presented in this article is the use of gaming-simulation for crisis management training. Crisis management training exercises aim to prepare crisis management professionals on how to perform in the event of a crisis. This can be achieved through full day role-playing exercises where the participants perform collaborative practices under realistic conditions. The exercise facilitators generate a scenario by means of incoming phone calls, role-playing of external stakeholders and newsflashes (on internet, radio and TV). The crisis management organization members are alarmed and operate in their usual work environment (one big crisis room, or several rooms in the city hall, depending on what is specified in their crisis plans). They are aware that they are participating in an exercise (and not experiencing a real crisis). In our case, 47 such full day exercises have been designed, performed and evaluated as part of an ongoing action research study where twelve municipalities each participated in one or several such simulation-games (van Laere & Lindblom, 2019). Typically, the trained crisis management organization consisted of 15 to 50 persons, including politicians (the political level), the municipal manager and department heads (management level), and a support staff group dealing with communication and information management (support level). The aim of the exercises was to develop new skills and strategies (explorative training) rather than to test effectiveness (evaluative training). As facilitators, our emphasis was on creating a safe atmosphere of experimentation where failure was accepted as a necessary element of learning. Full-scale exercises were preceded by theoretical workshops and table-top exercises (where participants sit together in one room and give verbal accounts on how they would intend to act given a scenario presented by exercise facilitators). This prepared participants to meet the more complex challenge of putting plans into practice in a role-playing simulation. Scenarios were customized to meet currently prioritized learning goals and the experience level of the municipality. So whereas scenarios were re-used between municipalities, the complexity level of the exercise could be adjusted by tailoring the pace, the amount of distractions, the complexity of the disruption, et cetera. As the crisis organizations were trained from an all hazards philosophy (they should learn general skills that could be applied in any crisis), scenarios varied from for example extreme weather (snow storm), technical breakdowns (electricity failure), infectious diseases (contaminated drinking water) to antagonistic threats (bomb threat). Municipality staff not involved in the crisis management organization and representatives from external stakeholders were used to role-play internal departments, external partners, citizens and media (so called counter-play). They received a rough script from the facilitators some days before the exercise, but had considerable freedom to fill in details themselves and to adapt to the course of action of the crisis management organization, while respecting the main storyline of the scenario. As facilitators, we were two or three persons who all switched between multiple roles during the exercise. These roles involved monitoring whether the scenario unfolded as planned; leading the counter-play; joining the counter-play (i.e. when necessary we could jump in and counter-play an external actor to push the scenario forward); observing and documenting the performance of the crisis management organization (to gather interesting sequences which possibly could be raised in the debriefing); coaching the trainees as active observers (on their request or on our initiative); and orchestrating the briefing and debriefing. Gaming-simulation literature often argues that the facilitator should be in the background or invisible (Kriz, 2010: 667; Wenzler & Deenen, 2018: 9). However, early simulation-games showed how learning progress was slow, as municipality employees were unexperienced in crisis management and had a hard time putting theory into practice independently. Therefore, we developed an
Method: Phenomenological Analysis of Lived Experiences
Our research approach follows an interpretative philosophy and inductive research strategy as our aim is theory building rather than theory testing (Eisenhardt & Graebner, 2007). Action research (Argyris et al., 1982) is applied to obtain the dual outcomes of action (change) and research (understanding), which in this case implies performing facilitation and reflecting on its effectiveness in 47 role-play simulation-games. To achieve our aim of illustrating the complexity of in-situ facilitation we turned to hermeneutical phenomenological analysis (Heidegger, 2010). Auto-hermeneutics involves the systematic observation and interpretation of one’s self by going back to and think about one’s past and one’s memories, and to rethink them and rewrite them (Gorichanaz, 2017). The approach is grounded in the Heideggerian philosophy (Ciborra, 2006; Heidegger, 2010) that a situation (a facilitation episode) always is meaningful through the inner mood, emotions and care of the human being in the situation (the facilitator). Consequently, through purposeful sampling, the first and second author selected six interesting facilitation episodes from hundreds of interventions in 47 simulation-games. Our inclusion criteria aimed at choosing ordinary and extraordinary examples, showing how rather similar situations evoked rather different interventions, and included both expected and surprising situations. The third author was invited in the research process, partly to help positioning our empirical contributions in the gaming-simulation literature, and partly to help evaluate whether the lived experiences were informative for somebody who has not been present during game-execution. The lived experiences are written in the 1st person, so you as a reader can, in line with the immersion objective of hermeneutic phenomenology, try to put yourself in the situation, live its experience and draw your own reflexive conclusions (Avison et al., 2017) before turning to our interpretation.
Three Lived Experiences about Facilitation of Inactive Players
The first three episodes describe facilitator responses facing inactivity of trainees. Inactivity could signal inferior game design, a failed briefing, a poorly motivated player (despite good game design and a good briefing) or just something interesting that happens in the game-play (i.e. in our case a breakdown of crisis management practices). So when inactivity is observed it raises a lot of questions: What is happening? Why are they inactive? Is there a problem? What is the problem? Depending on the diagnosis and other circumstances, an intervention might be desirable, or not.
Episode 1: Increasing the Load for Trainees who are Bored
I am observing a work group of the support staff, the call center. They are sitting at their desk. Nothing happens: almost no citizen calls are coming in. They talk to me: “
Understanding the Facilitation in Episode 1: Increasing Load
Episode 2: Raise Awareness how a Group can Initiate Reallocation of Tasks and People
I am observing a crisis management organization that is putting plans-to-action for the first time. Subgroups are in different rooms along a hallway. In every room these subgroups are stressed, trying to keep up with the pace of the scenario, and uncomfortable while practicing their tasks for the first time. When I enter the internet-publishing-group room I meet five people sitting around a table, doing nothing. The contrast is so big that I have to suppress the tendency to start laughing. I realize they must have been here for at least 40 minutes while their colleagues are super-stressed. I feel it would be embarrassing to just sit down and watch them doing nothing, so I instantly decide that I need to discuss my observation with them. I open with: “
Understanding the Facilitation in Episode 2: Make the Group Aware they can take Initiative
Episode 3: Silence in the Leadership Meeting
I am observing a crisis meeting of the political board. Long periods of silence occur. Normally there is an intensive debate in such meetings. Are they not functioning? Is there a hidden power struggle in the group? Are they bored? Is my presence disturbing the process? In Sweden, some minutes of silence in groups are common and acceptable, but this is very unnatural and really strange compared to all earlier crisis meetings I have observed. I am confused, do not know what to do, bite on my tongue, think about the song
Understanding the Facilitation in Episode 3: Doing Nothing
Understanding the Facilitation in the Episodes about Inactive Trainees
In summary, all three episodes start with an observation of players being inactive (doing nothing in the call center, in the internet-publishing group, and in the political management meeting), but facilitator sense making and intervention take drastically different avenues. In Episode 1 the diagnosis is a
Three Lived Experiences about Facilitation in the Valley of Despair
The following three episodes address a specific learning challenge that often appeared in our exercises: the delegation challenge experienced by the information officer (IO). Normally an IO works rather individually and independently as a topic expert, performing all operative duties autonomously. In crisis, the same person is suddenly backed up by a group of less experienced support staff (up to 15 people in 3 to 5 smaller groups), and the main task of the IO switches to monitoring, coordinating and leading others, rather than being an operative performer. When the IO does not delegate, it is hard to keep pace and eventually the performance becomes ineffective when the IO drowns in tasks that are not carried out. Learning to delegate is thus a typical valley of despair problem (Wenzler & Deenen, 2018: 8): “
Episode 4: The Struggling Information Officer
As I am aware that the IO will face the challenge of delegating or drowning, I follow the IO as a shadow. Early in the game the IO tries to delegate, by keeping the overview and giving very detailed instructions to each of the four subgroups. As a result, the staff is only carrying out specific instructions and waiting for new orders. Several of them are frustrated because they feel they could do more, but are unsure whether they can take initiatives when the IO has left them and is in management meetings. Subgroups are also lacking overview as the IO is the only one having the big picture. The IO is aware of how their organization has become more and more ineffective and how everybody is getting more and more frustrated. The IO asks me for help while walking through a hallway returning from a management meeting to the subgroups: “
Understanding the Facilitation in Episode 4: Successful Coaching
Episode 5: The Overloaded Information Officer
Routinely, I start shadowing the IO and the staff supporting the IO as I always do. While it is first not really clear to me, I begin, after a while, to notice that things are awkward. The interaction between the IO and the staff supporting the IO is very minimal. While I would expect the IO to be in the information management room when not at meetings, the IO is gone for very long periods of time. After a while I find out the IO is in a separate room, performing tasks autonomously. The IO looks extremely stressed and pressed, and although it has been clearly expressed (as always) that I am available as a coach, the IO is completely ignoring me. The IOs body language signals ‘
Understanding the Facilitation in Episode 5: Failed Coaching
Episode 6: The Information Officer who Broke Down
I am shadowing an IO. As expected, the IO is struggling handling many tasks, the delegation challenge, and leading staff that is inexperienced. Suddenly, about halfway through the exercise, the IO starts crying. I am not prepared for that. After a while when the situation is a bit calmer, I am sitting with the IO in a room. The IO and I are on opposite sides of a table. I still remember how the room smelled and the atmosphere in it. After some time, the IO explains what happened while sobbing. The communicative responsibility is only a minor role of the IOs normal duties, so in everyday organization, the IO is not even the formal head of the communication unit as portrayed in the role-play. I try to comfort the IO by explaining that the way the play evolves, considering the limited resources available, the task is simply impossible to handle properly. I am informing in a soft voice that our role as facilitators is to sort out this situation. I express gently to the IO that these kinds of exercises are aimed to reveal unrealistic expectations in staffing the crisis management organization. I explain that our intention is to re-design the IOs role and responsibility, to free more resources for information - and communication management, and that we have a successful track record in doing so in other municipalities. At first, the IO is a bit reluctant to listen to what I am expressing, but after a while, I experience that the IO is starting to trust me. The IO explains feeling overwhelmed during the role-play, not being able to portray being a professional at work, and feeling a bit embarrassed about starting to cry, i.e., losing face. I am trying to comfort the IO as we calmly discuss the above issues. Meanwhile, I am thrown back in time, when I worked as a veterinary assistant and consoled animal owners that were mourning their animals that died or could not be cured. I do lose track of the amount of time we sat down in that particular room, when we start to share moments of silence, indicating that the issue was solved for the moment, and it appeared to me that this session had naturally come to its end. Tacitly, we both reach that conclusion, and leave the room, putting on our professional roles, I as a facilitator, and the IO as responsible for information - and communication management.
Understanding the Facilitation in Episode 6: Comfort-Giving
Understanding the Facilitation in the Episodes about the Valley of Despair
These three episodes show the complexity of facilitating trainees when dealing with issues that lead to the valley of despair. In theory, it sounds reasonable that “
Discussion: Recognizing the Muddiness of Facilitation
So, what is the story behind the episodes? From a Heideggerian perspective it is more interesting to recognize the nature of the whole facilitation experience, and to refrain from analyzing facilitation into bits and pieces. What does it imply to be a facilitator? When reading through our own lived experiences again and again it appears how facilitation is instantaneous, multi-skilled, arbitrary and fallible. Following our inductive research strategy, these four characteristics are our suggested ingredients for a new kind of facilitation theory.
Facilitation is Instantaneous
Facilitation implies sense making and intervening within a limited window of opportunity. Within a few seconds or minutes you need to grasp the current sequence within the context of the larger game play, evaluate potential consequences of not intervening or various ways of intervening, and initiating the intervention before the window of opportunity closes. Looking at our episodes it becomes clear that intervening is often intuitive and unconscious, but also draws upon available intentions, learning goals and previous experiences and in addition considers possible future consequences. Heidegger (2010) argues through the concept of
Facilitation is Multi-Skilled
A facilitator is a Jack or Jill of all trades. As illustrated in our six episodes, you need to be both scenario director, motivator, coach, expert, analyst, observer and you need to be able to instantly switch between asking neutral and reflective questions, shortly summarizing an honest image of what a person is doing right or wrong, or instantly choosing between being confronting, comforting, demanding or supporting. Being
Facilitation is Arbitrary
Simulation-games have learning goals. Players have intentions, facilitators have intentions. It is easy to analyze simulation-games from this perspective and see many instances of goal-directed behavior and intentionality. Potential inactivity of players and the IOs valley of despair were envisioned and observed as our attention was focused on them. Appropriate facilitation interventions were envisioned and applied. However, a little provocative, we would argue that facilitation also is extremely arbitrary. Arbitrary in what I as a facilitator observe and arbitrary in what intervention I implement. First, I do not see and understand everything when 50 individuals in different rooms interact during a period of about 6 hours, I do however wander around and look for things that attract my attention. Next, within those 6 hours there are thousands of moments where I could intervene, but I cannot intervene that constantly as that would completely destroy the game play. So I pick my moments, intentionally, but also very, very arbitrarily: I could as well have seen or picked another issue or moment in time to intervene. And next, I can intervene in multiple ways, and again I pick, somewhat intentionally, but very, very arbitrarily one of many possible interventions. It gives comfort to say I intervene intentionally. But, if we are really honest, maybe it does not matter what I pick and how I intervene: they will learn something anyway regardless of what I do, don’t or how I do it.
Facilitation is Fallible
Every time you choose to intervene, you know how you are creating a balancing act between reigniting the game play and the learning experience, or disturbing and destroying it. The fallible nature of facilitation is most visible in our Episodes 4, 5 and 6 about the valley of despair. We could not have been prepared any better. Throughout a 10 year research project we have fine-tuned, performed and evaluated the same kind of game 47 times. Although the scenarios differ, the municipalities differ, the same challenge of delegation returns within every game-play. Before and after each performance we have elaborately discussed how far the IO (and the staff around the IO) should go down into the valley of despair and how we are to get them out again. So we have many potential interventions prepared. But still, facilitation is sometimes highly successful and sometimes a failure. Did we press them too much? Did we give them a helping hand too early? As a facilitator I have to keep faith and courage, to dare to make sense and intervene instantaneously in the small window of opportunity available, and realize an intentional but rather arbitrary intervention of moderate quality that either will fly or fail.
Future Research Avenues
Facilitation literature would greatly benefit from more episodes containing rich
Conclusion
On-the-fly facilitation is instantaneous, multi-skilled, arbitrary and fallible. An auto-hermeneutical phenomenological analysis of the lived experience of six facilitation episodes provides an alternative illustration of what it implies to be a facilitator, compared to describing facilitation with a laundry list of skills. Future research could either focus on sharing more such lived experiences, or on performing a deeper analysis of the instantaneous or fallible character of the facilitation situation, or on explaining how facilitators are multi-skilled. For practitioners, this article is intended to inspire a more conscious reflection on their own facilitation. Rather than only focusing on what game participants learn, facilitators should also reflect on the heart (what did you feel?) and mind (what did you think?) of their own facilitation in order to nurture their courage and capability.
Footnotes
Declaration of Conflicting Interests
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This research was supported by grant 0836/2005 from the Swedish Civil Contingencies Agency.
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