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

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

David Sibbet

ISBN: 978-1-118-15859-3

Sep 2011

312 pages



Graphic tools and visual solutions for team building and development

Visual Teams uses visual tools and methods to help teams—both face-to-face and virtual—reach high performance in today's work environment. As teams become more and more global and distributed, visualization provides an important channel of communication—one that opens up the group's mind to improving work systems and processes by understanding relationships, interconnections, and big picture contexts.

Visual Teams shares best practices and uses visualization as a power tool for process improvement by providing teams with a common language for high performance. The book:

  • Explores how any kind of team can draw on the principles and practices of creative design teams in the software, architectural, engineering, and information design professions
  • Introduces the Drexler/Sibbet Team Performance™ Model and related tools—a system used throughout companies such as Nike, Genentech, Becton Dickinson, Chevron, and others

Visual Teams presents a comprehensive framework, best practices, and unique visual tools for becoming an innovative, high-performance team.

Imagining Better Results for Teams xi

I. What Is a Visual Team?
Using Graphics Across the Whole Workflow 1

1. Working Like Designers / Why Visual Teams Get Results 3

2. Why Be a Visual Team? / The Case for Collaboration 15

3. A Graphic User Interface for Teams / The Drexler/ Sibbet Team Performance Model 29

II. Leading Visual Teams
Seeing the BIG Picture 55

4. So You've Just Been Promoted / Understanding Team Leadership 57

5. Managing Four Flows of Activity / Attention, Energy, Information, & Operations 73

6. Supporting Innovation / Providing Visual Tools 83

III. Visual Team Startup
Creating Trust, Focus, & Commitment 93

7. Visualizing Purpose / Orienting to Your Mission 95

8. Seeing Yourself As a Team / Developing Trust 107

9. Clarifying Goals / Using the Graphic Gameplan 117

10. Consensus or Command? / Deciding Commitments 131

IV. Sustaining Results
Innovating for High Performance 149

11. Graphics & Project Management / Implementation You Can Literally See 151

12. Visualizing & Innovating / Understanding High Performance 159

13. Assessments, Dialogues, & Sharing Rallies / The Importance of Learning & Renewal 171

V. Growing a Visual Team Culture
Thinking BIG About Opportunities 183

14. Introducing Visual Teams / Communicating Benefits 185

15. Developing Visual Team Skills / Learning Tips & Tools 193

16. Shared Visual Language / Toward an Operating System for Visual Teams 201

VI. New Technology Tools
A Revolution in Visual Collaboration 219

17. Visual Tools Come of Age / Experiencing High Performance at the Institute for the Future 221

18. Graphics for Distributed Teams / Web & Teleconferences 231

19. Team Rooms & the Net / Physical Places or Virtual Spaces? 241

20. Mobile Technology / Reshaping Tomorrow's Teams 249

VII. Links, Tools, & Other Resources 263

21. Websites & Bibliography 265

Appendix 273

Jack R. Gibb's Original Research 273

Summary of Arthur M. Young's Theory of Process 274

Index 277