Innovation & Creativity for Teams

Innovative leaders are not necessarily technical experts or inherently creative. Rather, they have the skill to encourage innovation in others, creating informal and formal systems that invite, support, and reward innovation. Managers can tap into their employees’ creative processes and encourage ownership of the innovation each step of the way.

Encouraging Innovation Through 5 Key Conversations may be used to:

Establish a new approach to building innovation in an organization. Provide basic skills training in developing creativity and innovation in individuals and teams. Complement existing leadership development techniques being used in an organization. The thorough Participant Booklet features detailed descriptions of the 5 key conversations, ideas for development, action steps, and conversation planners.

Administrative guidelines, transparency and handout masters, sample training designs, and tips for conversation planning are all included in the Facilitator Guide.
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Creativity isn’t a trait that belongs only to entrepreneurs, artists, and geniuses. The fact is, all of us are born creative. And in today’s world, in which old ways of doing business are constantly being challenged, the ability to produce different and valuable results is the competitive edge for individuals and organizations.
The Breakthrough Creativity Profile by creativity expert Dr. Lynne Levesque is based on a well-grounded theory and the personality research of Carl Jung. The 16-item assessment reveals one’s dominant and auxiliary preferences among the 8 creative talents and helps individuals define what is needed to achieve their creative best.
Learning Outcomes
· Identify preferences among the 8 creative talents · Better understand creativity and its impact on individual success · Recognize the contributions and challenges of preferred talents · Practice tapping into creative talents · Develop an action plan to better utilize one’s creative talents

Once individuals have discovered their creative talents, the profile can be used to assess the creative talents of a team. Theory

The 8 creative talents at the heart of the Breakthrough Creativity Profile are based on Jung’s personality research and a 3-part theory of creativity.
The Breakthrough Creativity Approach: · Everyone is creative. · Creativity must be broadly defined. · There is no ideal model or one best way to be creative.

How it Works

First, participants recognize the many ways to define creativity through a series of exploratory questions. The assessment then presents 16 questions relating to one’s behavior at work. After scoring the assessment, participants gain insight on their individual and team creative talents through interpretive information, an exercise, a team profile, and discussion questions. The action planning section of the Participant Guide then gauges individual rating of creativity and prompts thinking about behaviors that will help individuals and teams enhance creativity.
Uses for the Breakthrough Creativity Profile

The Profile is an effective means to:
· Encourage innovation · Build self-confidence and self-esteem · Improve problem-solving ability · Develop more productive teams · Boost employee morale and satisfaction · Maintain higher employee retention · Build creative collaboration · Benefit from diversity

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Junkyard Games an innovation training game for employee and management development training. The team activity is an engaging and interactive experiential instructional game that effectively improves the effectiveness of team and individual innovation skills.

Doing more for less, increasing productivity and reducing costs, innovation is the lifeblood of all successful organizations. Without it, organizations may survive, but they seldom thrive. The fact of the matter is that anyone can be innovative, regardless of profession or level of responsibility. The opportunity for process improvement exists everywhere and at every level within an organization. Everybody’s innovating, but often it isn’t formally recognized as “process improvement” or “innovation”.

Now there is a way to encourage innovation and develop the skills needed to have a positive impact on organizational performance. Junkyard Games is an exciting new training game from HRDQ that combines energy and fun with creativity and process improvement. Teams work together, plan, strategize, and execute their ideas to create the most innovative table top games for an international competition among imaginary countries.

The challenge is that they may only use the miscellaneous “junk” available to them. The parts are random, and not every team is given the same stuff. After an initial round of planning and testing, teams are asked to practice their innovation skills to improve upon their original design. Then the outrageous fun begins when the teams get to play each other’s games and compete to win at all costs!
Learning Outcomes: Differentiate between innovation and creativity.Understand the value of managing task-driven and process-driven behaviors. Learn and apply a 7-step innovation process. Uses for the Game

Junkyard Games is effective either as a stand-alone activity or as part of a more comprehensive training program. Here are some suggested applications for the game: Kick off a team-building workshop or seminar. Introduce the concept of innovation.Energize an existing team’s level of creativity for innovation. Practice using innovation skills in a “safe” environment.
Click here to visit HRDQ The outrageously fun innovation simulation game from HRDQ.

Ideas Into Action: From Creativity to Innovation dispels the myths and misconceptions surrounding innovation and guides people and teams through the innovation process, from generating good ideas and encouraging creativity to developing a plan and implementing new concepts. Downloadable, customizable, and reproducible, it’s available as a half-day classroom training workshop, a one-hour e-learning program, and a handy self-study e-book.

Available in 3 separate versions as a classroom training program, e-learning program, and e-book, Ideas Into Action is part of the Reproducible Training Library, a full suite of unlimited-use content that’s downloadable, customizable, and reproducible.

Fact or Fiction?
Only creative people can be innovative.


The fact is, from improving customer service policies to developing high-tech products, anyone can be innovative.

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Add some creativity, innovation and fun to your next team meeting by sharing the book and movie, Paper Airplane, from Simple Truths. Paper Airplane shares a story of creativity that reinforces the importance of innovation for individuals, corporations and organizations.
In the wonderful story and movie, Paper Airplane, you will be completely surprised at the innovation and outside of the box thinking that is revealed. It is the perfect way to jumpstart creativity with your own team which will increase your competitive advantage. Enjoy this unique and inspiring movie!

You Can Teach Anyone to Innovate

You Can Teach Anyone to Innovate

Duration: 55 minutes


In a world where doing less with more is the norm, it isn’t just leaders who need to be innovative. It requires the entire organization to embrace innovation in order to achieve and sustain success. Hosted by co-author Ron Roberts, this webinar will show you how you can teach your audience to be innovative. He’ll explore the differences between innovation and creativity, discuss a 7-step innovation process, and introduce outrageously fun and effective ways to foster a culture of innovation in any organization.
You’ll Learn:

Innovation – what it is and why it’s critically important to organizational success. What are the clear differences between innovation and creativity? How to teach anyone to tap into their innovative talents. Fun, exciting, and effective ways to teach people how to be innovative. An easy-to-apply and internalize innovation process model.
About the Presenter;

Ronald Roberts is a recognized consultant, trainer, and author. An expert in the field of accelerated experiential learning, he has created more than 70 games, tools, and digital applications; and he holds six patents on learning technology. Ron has a master’s degree in counseling psychology, serves as the president of Action Centered Training Inc. and of ACT Games companies, and is a professor in both the management and communications departments at Penn State University.
Watch this webcast for free at HRDQ, click on now,
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