Dynamic Leadership Simulations for Behavioral Change

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing team and leadership skills training programs face challenges in achieving behavioral change, retention of information, and engaging participants effectively, as they often rely on rote learning and well-known team building games that lack cognitive excitement and relevance to real-world situations.

Innovation Solution

The Team Results Methodology (TRM) employs dynamic simulations that focus on rehearsing actual leadership behaviors, allowing participants to create neural pathways for behavioral change. This method uses variable and adaptable simulations, feedback from previous simulations to improve subsequent ones, and emphasizes practice and repetition to build skills and drive change.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If lectures and PowerPoint presentations are used for training, then information can be disseminated to participants, but behavioral change is nearly impossible to achieve

Engineering Contradiction:
Improveinformation retentionVSAvoidbehavioral change
Core Design Contradiction:
Loss of informationVSReliability

Solution Approach 1:

The simulation system provides immediate feedback to participants about the consequences of their decisions and actions. This feedback loop allows participants to see the direct impact of their behavior, reinforcing learning and driving behavioral change while maintaining information retention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Participants actively engage in the simulation and discover solutions through their own actions and decisions. This self-directed learning experience creates stronger neural pathways and behavioral changes compared to passive information reception, while participants retain information through active engagement.

Inventive Principle:
Principle #25Self-service

2Ease of manufacture

If rote learning methods are used, then responses to predictable situations can be taught, but responses are useless when unforeseeable situations occur

Engineering Contradiction:
Improvetraining implementationVSAvoidresponse flexibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The simulation system dynamically adapts to participant decisions and actions, creating unpredictable scenarios that require flexible responses. The simulation environment changes based on participant behavior, ensuring that rote memorization is ineffective and adaptive thinking is required.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The simulation varies multiple parameters including scenario conditions, participant roles, and outcome consequences. These parameter changes ensure that participants cannot rely on fixed response patterns and must develop versatile problem-solving skills applicable to unforeseen situations.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If well-known team building games are used, then participants can engage in team activities, but participants know what to expect and responses are predictable

Engineering Contradiction:
Improveactivity implementationVSAvoidcognitive excitement
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The training program segments the simulation into multiple distinct scenarios with different themes, roles, and challenges. This segmentation ensures that participants cannot predict overall outcomes based on familiarity with generic team building games, maintaining cognitive excitement while keeping implementation straightforward.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The simulation platform serves multiple functions including team building, leadership development, problem-solving, and strategic thinking. This multi-functionality creates varied and unpredictable experiences that maintain cognitive excitement while using a unified, easy-to-operate platform.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Loss of information

If artificial excitement methods like escape rooms are used, then cognitive excitement can be achieved, but the experience is not applicable to work situations and can be unpleasant

Engineering Contradiction:
Improvecognitive excitementVSAvoidworkplace applicability
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

The simulation incorporates localized elements of excitement and challenge specifically designed to mirror actual work situations. Rather than using generic artificial excitement, the simulation creates targeted engaging experiences that are directly applicable to workplace scenarios, maintaining both cognitive excitement and workplace relevance.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250124806A1Simulation based method and apparatuses for building team and leadership skills
Publication Date: 2025.04.17 KOLM JOHN
  • US20250124806A1 patent drawing
  • US20250124806A1 patent drawing
  • US20250124806A1 patent drawing

AI summary

A team and leadership skills training program that uses the concept of simulation, not course instruction. The simulations of the invention, which are variable, adaptable, and modifiable, focus on employing rehearsal, re-calibration, and retrial of actual leadership behaviors to create neural pathways in the brain—similar to learning to ride a bike—that support behavioral change. The needed behavioral outcomes are decided by the participants and their leadership, not by the instructor/trainer.