9. The Two Systems: Dopamingeric vs Limbic
The marshmallow test (1960, Stanford
uni)
10. The PLACES Principle keep teams in the
reward state
Threat State
•Amygdala
•Cortisol
•Fight or Flight
•Disengagement
Reward State
•Prefrontal Cortex
•Dopamine
•Goal driven behaviours
•Engagement
11. The PLACES Principle keep teams in the
reward state
Positivity
Labeling
Autonomy
Connection
Equality
Safety
12. Play it again and again to keep
the team in the reward state.
REPETITION IS
THE KEY
=
4hr 1,5hr 1,5hr 1,5hr 1,5hr 1,5hr
Kick-off session Short sessions (on-going)
Measuring the progress
Diverse game modules
• Control over cognitive bias
• Feedback behaviour
• Psychological safety
• New member into
• Praise
• Criticism
• Norming
• Diversity
• And more…
13. A Complete System
Participants
(team up to 12)
Boardgame
App Interactive
Slides
Get the whole team engaged with an immersive and data-
driven learning experience. Developed in partnership with
neuroscientists, WeQ involves several components that
leverage powerful game mechanics.
Certified
Master Coach
15. Create a New Session
The coach logs in at www.weq.io, and enters the name and email of
the team. WeQ automatically sends everyone a 3-minute
questionnaire, co-developed by Harvard Professor Amy Edmondson.
The WeQ Software
Results are
collected and
presented to the
group, to identify
and discuss the
baseline levels of
collective
intelligence in four
key areas.
1
16. The Session Begins!
Once the team is gathered together, click the “Present slides” tab, and step
through the entire presentation. For extra tips and suggestions to help
facilitate a productive session, coaches can consult the WeQ Handbook.
The Interactive Presentation
When it’s time for a
quiz, click the ‘Do
quiz’ button, and ask
the team to take out
their mobile phones!
2
WeQ is automatically synched
to the participants’ mobile
phones, so anonymous quiz
data appears instantly.
17. 3
1) Using the mobile app, each
player anonymously ranks 24
qualities about themselves
and about their teammates..
2) Based on this input, the WeQ
algorithm on the screen selects
each player’s cards.
3) This guides the
team to address the
most relevant
interpersonal issues
during the play,
Data-Driven, Customized
Group Interaction
The app and feedback cards
18. 4Science-Proven
Game Mechanics
The coach guides the team through multiple rounds
of play, from ‘praise’, to ‘norming’, to ‘constructive
criticism’. The scientific principles that support the
WeQ game mechanics are:
Positivity
Labeling
Autonomy
Connection
Equality
Safety
P.L.A.C.E.S. provides the environment and mechanisms to guide and shape teams towards the thoughts and
behaviors necessary for collective intelligence.
P
L
A
C
E
S
Give more praise than criticism to your teammates.
Articulate your thoughts and feelings by choosing suitable
descriptions.
You have choices guiding your feedback experience.
You’re in charge!
Be present, be aware of your gestures, make eye contact.
Connection is enhanced through synchronized actions.
Take equal turns, and resist dominating conversations.
Fight the bias that diminishes the value of others’ views.
Create a safe environment for others to speak up,
challenge assumptions, and ask for help.
19. 5Sensitize & Challenge
Team’s Mindset
The ‘interactive quiz’ sections let the team leverage their
implicit learning capability. Before and after gameplay, the
team is sensitized with specific feedback behaviors.
Some sensitization questions:
• How many compliments did you receive
last week?
• What is the “ideal ratio” of praise vs. criticism
in a high performing team?
• What blocks the team to reach consensus
effectively?
• Which is more difficult: giving difficult or
harsh criticism, or receiving it?
20. 6Understanding the
Neuroscience
Feedback is inherently difficult because the way our
brain works. The Master Coach teaches the team
some neuroscience, to understand why think and
behave the way we do.
Below are some of key questions that team addresses:
• Why are we afraid of feedback?
• Why we tend to get aggressive with criticism?
• Why do compliments matter (more than you think?)
• What are strategies to become better at feedback?
21. 7Take-aways for Personal
and Collective Mastery
At the end of each session, the team develops concrete reports
and action points, to improve themselves.
Examples of actual take-aways:
Hey David,
You've just played WeQ with your Philips-02. This is your report
prepared by Ohyoon Kwon, WeQ Master Coach.
How to read this chart
The lowest value of this
Quality in your group
Your current score
(evaluated by you and others)
Changes from
previous session
The highest value of this
Quality in your group
+1,4
Quality name (Card#)
Current Session #1
Based on your own data and
feedback from others in
your team, the WeQ system
personalise your session.
0 1 2 3 4 5 6
conceptual
thinking (81)
assertive (50)
humour (38)
visionary (75)
manage
con ict (59)
accepts
criticism (31)
patient (9)
Next Session #2
Create awareness of your
progress and get feedback
about 7 new Qualities.
WeQ - Nothing beats a kick-ass team | Copyright 2018 WeQ B.V. | www.WeQ.io
Monitor your
progress each
time you play
3.0
6.0
5.2
4.5
4.4
2.1
1.9
1.0
• I’ll give more compliments to my peers
• I’ll work toward the success of the team more than my
personal glory
• I want to not defensive when my colleagues criticise me
• I’ll speak up problems and issues, not fear being judged
by others
24. What’s Next?
I’m interested in
booking a WeQ
workshop for
my teams.
I’d like to get
certified to give
WeQ sessions.
I’m not sure
for now, just
keep me
informed.
1 2 3
Please leave your name and
your preferences.