high wire four rules for change
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highwireprojects.com
Four Rules for Making Change
Count!
©2013 HighWire Projects, All Rights Reserved highwireprojects.com
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FOUR
Rules for Change
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INTRODUCE
TRAIN
ADOPT
ADAPT
ENHANCE
INNOVATE
REA
LIZE
D B
ENEF
ITS
INVE
STM
ENT
Curriculum Iteration
Operational Optimization
COMPLIANCE
3
Most Projects
Stop Here
Most Organizations Expect Incomplete
Change!
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1. Put People First
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MANAGE RESISTANCE LIKE RISK
Mitigate Reduce the impact of the resistance. Work with the stakeholder. Optimize the situation.
Avoid Re-scope the effort, do not engage the stakeholder.
Transfer Remove the stakeholder via transfer or change in job duties.
Accept Allow full engagement of stakeholder.
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2. Understand ‘Why?’
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"If you want to build a ship, don't drum up the people to gather wood, divide the work, and give orders. Instead, teach them to yearn for the vast and endless sea."
-Antoine De Saint-Exupery, Author of The Little Prince
highwireprojects.com 3. Be Useful
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RELATED BUT DIFFERENT… PROJECT MANAGEMENT IS…
CHANGE MANAGEMENT IS…
Effecting change through a disciplined approach to identify the scope, tasks, activities, and deliverables to achieve the new “state”.
Achieving change through a disciplined approach to empower people to change behavior and process to success in the new “state”.
9
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CHOOSE YOUR TARGETS
10
Culture
Rewards
Process
Politics
Performance Measurement
Technology
Individual Beliefs
Management System
Organization Structure
Physical/Technical Layer
Infrastructure Layer
Value Layer
More concrete Easiest to change
Less concrete Hardest to change
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IT’S THE STORY THAT MATTERS . . .
Sometimes . . .Less is More
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4. Fail Fast
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A CULTURE OF FEEDBACK
Frequent
Performance
Gap
Targeted
Qualitative Action Plan
Goals
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