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INTERPRETATION OF RESULTS
 

Below you’ll find a further explanation towards each of the result types.
Be aware that this explanation is related to the graphics you’ll find on the facilitator web. As we use different variables and visualizations related to the different reports and deployment types – these differences are explained as part of each report template.


 

TIME & ATTENTION MANAGEMENT

01

Proactivity



Describes how proactively the group as a whole managed the challenges.



The blue column represents the maximum possible score = 10 

The yellow color and white line shows the AVERAGE RESULT OF THE GROUP  explained as a value. 



The GLOBAL AVERAGE of all players who have previously complete the experience is very close to 5.


A score on more than 5 indicates a preference towards taking the lead and keeping the initiative.


A score on less than 5 indicates a more reactive behavior,  much decided by other people asking you to make decisions. 

Distribution of attention

This indicator is reported in three categories.
Time spent on “Challenges” (Red), Time spent on "Other things" (Blue) and time spent on “Reflections” (Yellow).



Every time a user does something (reads a mail, call a person, receive a call etc.) a certain time spent is associated with the action (opening an e-mail 20 sec. opening a document 60 sec. and the actual duration of all videos). The distribution of attention score is calculated on behalf of these timings.



  • “Challenges” is the time spend on solving the actual dilemmas
  •  “Reflection” is time spend on thinking 
  • "Other" is time spend on distracting e-mails or questions about golf clubs etc.

The first column shows your actual behavior (11) – the second column shows the average of all players (12).







02

Actual time spend
Before the game experience you prioritized the time you expected to spend on each of the 3 challenges. These numbers are showed in the “Before” column (13). The second column “After” (14) shows your prioritization made on a bit more informed basis - namely after the experience, and the third column “Actual” (15) shows how you actually spent your time on the 3 different challenges.

The “Average” column to the left (16) shows the average of all players.







03

OPPORTUNITY & PROBLEM MANAGEMENT

Performance on each challenge
Your result is a text highlight depending on your actions in the game. This I a very high-level debriefing and we recommend that you go back and listen to the movie one more time, to get the full picture of the hidden facts - and the ideal choice in each challenge.



04

05

Distribution of attention
This indicator is reported in the following three categories.
Time spent on “Challenges” (Red), Time spent on "Other things" (Blue) and time spent on “Reflections” (Yellow).

“Challenges” is the time you spend on solving the actual dilemmas, Time spend thinking about the pros and cons before making your decisions this is registered as “reflection” and time spend on distracting e-mails or questions about golf clubs are registered as “other”


The first column shows your actual behavior (11) – the second column shows the average of all players (12).







06

Distribution of attention
This indicator is reported in the following three categories.
Time spent on “Challenges” (Red), Time spent on "Other things" (Blue) and time spent on “Reflections” (Yellow).

“Challenges” is the time you spend on solving the actual dilemmas, Time spend thinking about the pros and cons before making your decisions this is registered as “reflection” and time spend on distracting e-mails or questions about golf clubs are registered as “other”


The first column shows your actual behavior (11) – the second column shows the average of all players (12).







PEOPLE & MOTIVATIONAL  MANAGEMENT

07

Positive attitude
This score is based on your attitude towards 6 of the characters you met in What a Day (and where made by you right after the game experience). What you see here is simplifying things a bit by presenting you with an average score on your rating of the 6 persons in question.

The full column represents the range you can score on positive attitude - the higher on the bar, the higher score. The yellow colour (17) indicates your personal score on positive attitude. The Average marking (18) indicates the Average score - based on hundreds of leaders from many different organisations who have tried the What a Day experience.

08

Motivational score
The motivational score shows how the characters in the game felt about your decisions. Each character started at zero when “What a Day” began. But as you played positive (green) and negative points  (red) where added depending on your actions.







THE SCOREBOARDS

09

Partial and final Scoreboards
This scoreboard shows your three results on the Opportunity/Problem dimension: The project challenge, the internal challenge and the opportunity.

The score is related to how well you solved each challenge. Solved completely a challenge will give you a total of 10 points.

The calculated sum of all scores. The two partial scoreboards that you have seen earlier and the last part from the People/Motivation dimension, showing the Positive attitude and the Motivational score

The total is the sum of all scores.

The average is the average score of all players





THE GRIDVIEWS

10

Distribution of attention
This indicator is reported in the following three categories.
Time spent on “Challenges” (Red), Time spent on "Other things" (Blue) and time spent on “Reflections” (Yellow).

“Challenges” is the time you spend on solving the actual dilemmas, Time spend thinking about the pros and cons before making your decisions this is registered as “reflection” and time spend on distracting e-mails or questions about golf clubs are registered as “other”


The first column shows your actual behavior (11) – the second column shows the average of all players (12).







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