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Training · Change Management

Change has a process side and a people side.
We train both.

Milestones, roles and communication plans are the visible half. The other half is what people stand to lose and which motives your change is quietly working against. We work on your own upcoming change, from two perspectives: leading it, and living through it — with simulations and our own card games in between.

Process + psychology
The same two sides we work in consulting, trained as skills
Your own change
Worked on the reorganisation or system that is actually coming
Two versions
One for leaders and decision makers, one for everyone without direct say
Games, not slides
Digital simulations plus our card games Change Direction and Change RE:ACTION
Two disciplines at once

The plan side and the people side fail separately.

A phase model without psychology leaves a manager presenting a roadmap to a room that has already made up its mind. Psychology without structure leaves everyone with feelings and no sequence. In this training the two run side by side, on the same case.

A perfect plan still doesn't sail with half the crew on the quay.

The process side
Phases and what belongs in each The change story: why now, what ends Sequencing: who hears what, when Stakeholder map and multipliers
The psychological side
What each group stands to lose Motives as drivers and as brakes Resistance read as information Your own reaction to being changed
Tino as captain
Someone has to steer, and everyone has to be aboard.
Motives in change

The same motive can drive a change or block it.

Resistance is rarely about the change itself. It is about what the change does to a motive somebody runs on. In the training we go through the motives and sort them: which pull towards the new thing, which pull back, and what that means for how you talk to that person. Pick one.

Motive

Curiosity

Usually a driver

The pull towards the new and the unknown. Generally positive about change: explores what is coming and wants to look at it early.

Drives the change when

there is something genuinely new to understand, and people get to look into it early rather than be told the conclusion.

Turns into resistance when

the change is presented as finished. Nothing left to explore means nothing left to be interested in.

Two perspectives

Leading change, and being on the receiving end of it.

We build the training for whichever group is in the room: the people who decide and announce a change, or the people who have no direct say in it and still have to work with the result. Each version is a full training with its own card game and its own simulation scenarios. In mixed groups we run both, so each side sees what the other one is dealing with.

Perspective 01 · Leading change

You have to sell it before you believe all of it.

Managers get a change handed to them and are expected to carry it, often without answers to the obvious questions. The work is holding the objection without folding, communicating when you do not know everything, and keeping a team functioning through the trough.

Played with: Change Direction · digital simulation
What we practise
Telling the change story in your own words, not the deck's
Answering “why now?” and “what happens to me?” without a script
Holding a conversation with the person who has most to lose
Reading which motive an objection is really about
Deciding what to escalate and what to absorb
A group working with the Change RE:ACTION cards in a training room
Your own case

We work on the change you are actually facing.

Not a case study from a textbook. Participants bring the reorganisation, the new system, the merger or the team change that is in front of them — and leave with something they can use on Monday.

01 Everyone brings a real change: one they are leading, or one that is landing on them.
02 We map it on both sides — the process and the people it touches.
03 The games put it under pressure, with the group as the organisation.
04 Each participant leaves with a next move and, usually, a conversation to have.
Our own games

Two sides, two games, one simulation.

Change is easier to talk about than to do. So we let people do it first: digital simulations where decisions have consequences, and our own card games — one for the people leading a change, one for the people it happens to. The simulation carries scenarios for both.

Trainer facilitating a Change RE:ACTION reflection round
Card game · for leaders

Change Direction

The leading-change side. Players take a change through its phases and decide, round by round, where to put their attention: who to brief, what to communicate, which objection to take seriously, what to leave alone. Every choice costs something — usually time, trust or momentum.

The Change RE:ACTION box with its five card categories
Card game · for everyone in a change

Change RE:ACTION

The receiving end. A change lands, you react — and then you decide what to actually do about it. Five kinds of cards run the round, from the honest first reaction to the move you commit to in front of the others.

First Reaction — the honest gut response, named before it gets rationalised
Reality Check — what is actually decided, and what you only assumed
Next Move — a concrete action you commit to in front of the group
Team Possibility Joker — the team argues for what the change could open up
Team Reality Joker — the team argues back with what it will really cost
Digital simulations

A change you are allowed to get wrong.

Alongside the card games we run digital simulations with a range of scenarios. Participants lead fictional stakeholders through a change and have to handle both sides of it: the process and the psychological resistance it produces. Which scenarios we use depends on the kind of change and on whether the group is leading it or living with it.

Battle mode

Small teams play against each other, each making their own calls on the same scenario.

Debrief between chapters

After each chapter the groups stop, compare decisions and work through them with the trainer.

The scenario picker of the inno.c.t. simulation platform

Bring the change you are in the middle of.

Tell us what is changing, who needs to carry it and where the process is getting stuck. Available for leadership groups, whole teams, and as a module inside a change programme or leadership curriculum.