The Optimal GDM Framework

Closing the gap between what groups intend and what they actually design.

A research-based GDM-Design framework for Shared-Response situations.

Is Group Design a professional discipline?

Professional disciplines provide a common framework by which its practitioner's operate.
Project Managers
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Accountants
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Architects
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Engineers
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Decision Designers
NO STANDARD VOCABULARY
Our research surfaced similar concepts, and methods for groups needing to design future-defining goals and actions.
The frameworks for most professional disciplines can be described using these tabs. (Not exhaustive.)

Here, their content pertains to Group Decision Making and conducting the Group Design of goals and actions using SchellingPoint's Optimal GDM approach.


Each element can be used manually and is embedded in the SchellingPoint software.
Terms provide the shared vocabulary naming and distinguishing the elements of Optimal GDM.
These examples are foundational decision-making terms putting Optimal GDM in context.
>Domain: Decision-Making (DM)
The field concerned with how choices are made and options are created.
>Sub-domain: Individual (IDM)
Decision-making by one person, where the reasoning happens inside a single head.
>Sub-domain: Group (GDM)
Decision-making by two or more people, where reasoning has to be surfaced and reconciled across heads.
>Function: Choose from options (GDM-Choice)
Selecting from options that already exist — evaluating, ranking and choosing among given alternatives.
>Function: Design an option (GDM-Design)
Creating an option that does not yet exist — constructing a plan, strategy or agreement from the group's own inputs.
>Practice: Group Design
The applied practice of GDM-Design — taking a group through the design of an option they will jointly own and act on.
>Methodology: Constructive GDM
Group decision making based on absence and decisions as choices.
>Methodology: Optimal GDM
SchellingPoint's upgrade to conventional group decision making concepts and methods.

Group Design Is Not a Team SportUnfortunately, most decision makers and designers are never taught the important distinctions between I Choose, I Design, We Choose, and We Design. As a result, many books, articles, and experts offer advice without specifying which form of decision-making or designing they are addressing.

This matters because the four contexts are fundamentally different.

Card games and sports are common sources of decision-making metaphors. Yet most card games are closed, zero-sum systems with predefined rules and actions, competing objectives, and rapid feedback. Players make choices from a limited set of available moves, and the consequences of those choices are usually visible almost immediately.

Many sports teams similarly rely on predefined plays. The challenge is selecting and coordinating known actions within known rules.

Group Design is fundamentally different.

Group Design is typically an open, non-zero-sum activity. The goals themselves may be designed. New actions can be invented. Constraints may change. Success depends on coordinating many people over time, often without knowing in advance which actions will be required. Outcomes may not become measurable until weeks, months, or years later, by which time many factors may have influenced the result.

Advice that works well for choosing among known options may be ineffective, or even harmful, when designing new goals and actions collectively.

When an author, consultant, or facilitator does not explicitly declare the context of their advice, apply the I Choose / I Design / We Choose / We Design lens before adopting it. What is helpful in one branch of decision-making can be damaging in another.

Primitives are irreducible building blocks from which Group Designs and GDM procedures are constructed.
The examples below are the five types of opinions that people express, verbally or in writing, after stripping away the connecting words, that are decision raw material.  
>Assumptions
The description of underlying factors.
“The market will grow at 2.7% CAGR over the next five years.”
>Outcomes
The description of a future state.
“Positions for AI Developer roles should only be open for one month, on average.”
>Barriers
A form of constraint. Something that can prevent the attainment of a Goal.
“Partner X will be acquired by our competitor before the project finishes.”
>Unintended Negative Consequences
A form of constraint. Something that will be triggered by taking action or achieving a goal.
“This would cause Dezco to enter the Asian market and reduce our market share by at least 20%.”
>Means
Something that is done to enable a goal or mitigate a constraint.
“We should appoint a Head of Collaboration to the transformation.”

Most Unintendeds are Referenced in the Past Tense, After Causing DamageOther than in the military, healthcare, and engineering sectors, only a small number of specialist approaches explicitly examine unintended consequences caused by a proposed action. We found no mainstream, general-purpose Group Decision Making methodology that treats them as a distinct, mandatory category of decision input.

However, when asked before the first group meeting how they could trigger unintended negatives consequences, on average, group members express 13. Each can be enough to cause people to reject the proposed changes.

Concepts are the abstract ideas that explain the important features, relationships, and dynamics of Group Design.
These are example concepts required for designing optimal, best possible, strongest attainable goals and actions.
>Cost of Inaction
The moment an event triggers a situation to which a response is required, a Cost of Inaction exists. It is the baseline against which the response's net gain should be compared before approving its implementation.

Few leaders and managers are trained to quickly estimate a Cost of Inaction when new situations arise.
"If we do not act, employee attrition will sustain at 22%. Against a 10% target rate:
- The direct rehiring cost will be at least $900,000 per year.
- Work quality costs will be over $2.1MM per year.
- Reputational costs will be at least one major contract per year, $750K average gross margin.
The three-year Cost of Inaction is likely to be approximately $11.25MM."
>Fit
Fit is the degree to which the sum value of the target outcomes negates the Cost of Inaction. A response's fit can range from Over-Fit to Under-Fit.

The colloquialism, "Give me the good, better, best options" or "Bronze, Silver, Gold" make cost the focus and presume greater cost buys greater quality.
Fit applies to the response as a whole and to each of its components. Suppose a change requires a supplier to accept and perform a new role from day one:

Under-fit: Tell the supplier about its new role and assume it will comply.
Right-fit: Ensure the supplier endorses its new role and is ready to perform it from day one.
Over-fit: Require the supplier to become a champion of the change to other suppliers.
>Feasibility
Feasibility is the assessed degree to which a Group Design can be implemented, achieve its intended results, and remain workable under the conditions it will face, after credible constraints have been identified and their treatment built into the design.
Risk assessment describes and prioritizes exposure. Feasibility translates potential risks into barriers or negative side-effects with safeguarding actions to prevent or minimize their impact.
>Likemindedness
Like-mindedness is the degree to which members of a group independently hold similar views about an opinion.

Two or more people who think the current strategy is out of date and no longer fit for purpose is a likeminded group. When at least one person disagrees with that opinion, the group is non-likeminded.
It is a groups' right to be non-llkeminded, of which there are two types, Productive and Problematic. Most groups start Group Design with an unknown mix of Productive and Problematic non-likemindedness.
>Alignment
Alignment concerns willingness to act, not similarity of thought. People may hold different views, prefer different options, or retain reservations and still be aligned if they are prepared to support the agreed response, perform their part, and not work against it.

When at least one person will not, when others will, the group is misaligned.
A group can be likeminded toward an opinion, but their actions misaligned. Conversely, they can be non-likeminded toward an opinion, but their actions aligned.

Become Comfortable Discussing Non-likemindednessBeing likeminded or non-likeminded is the technically correct label for whether a group all agrees with an opinion without being able to learn what each other thinks. It is also far more discussible than alignment and misalignment, which are dangerous words in groups.

Though likeminded and non-likeminded are not the easiest words to use, most people immediately understand their meaning and they are safe to use. It is their right to be non-likeminded and so rarely feel judged negatively. Use opens up productive dialogue where misalignment closes it down.

Principles provide the shared foundational rules that guide how groups co-design optimal goals and actions.
These are examples of principles a group seeking to design the strongest attainable goals and actions would share without needing to be reminded.
>Closest Fit
The degree to which a Group Design's goals and actions are the best attainable match to what the situation requires.

Closest Fit is determined against the requirements of the situation and the Cost of Inaction, not just the sum value of the agreed outcomes.

A Closest Fit response is neither materially under-fitted nor over-fitted. It addresses what matters, no more and no less than is necessary.

It may not be the most popular proposal.

It should be the opposite of the lowest common denominator the group would accept.

The group's design aim is not agreement within the group. The aim is fitness for the situation.
Optimal Versus Maximum.
The theoretically perfect fit is not always the best attainable fit.

Adding a goal, action, or requirement may move a design closer to the ideal response to the situation. However, if doing so causes a necessary party to become unwilling or unable to align, it may reduce the overall effectiveness of the design.

A Group Design succeeds through implementation, not through theoretical perfection.

The Closest Fit is therefore the best attainable fit that can still achieve Sufficient Alignment and Maximum Feasibility.
>Maximum Feasibility
The greatest attainable degree to which a Group Design can be implemented successfully and sustained under real-world conditions.

Maximum Feasibility requires the design to account for the capabilities, resources, costs, time, constraints, dependencies, assumptions, barriers, and unintended negative consequences that could affect success. Known weaknesses are removed, mitigated, or consciously accepted wherever reasonably possible.

It does not mean certainty, the absence of risk, or that implementation will be easy. It means the design has been made as practical, resilient, and achievable as the situation allows.

A desirable design that cannot be implemented has little value. A feasible design creates outcomes.
The Uncomfortable Questions.
Every Group Design contains assumptions, barriers, and vulnerabilities. Many remain hidden because groups naturally focus on possibilities before they focus on obstacles.

One of the most important leadership questions is:

"What barriers do you experience or foresee arising that could prevent achieving these outcomes?"

The second is:

"What would need to change for this design to become more feasible?"

Groups often excel at generating ideas. They are frequently less disciplined at searching for the factors that could prevent those ideas from succeeding.

Maximum Feasibility takes courage - making the negatives visible and addressing them before implementation begins.
>Sufficient Alignment
The degree of shared understanding, endorsement, and commitment among the necessary parties to coordinate action and make a Group Design work.

Sufficient Alignment is reached when the people whose participation matters are both willing and able to act together, even where differences of opinion remain.

It does not require unanimity, consensus on every point, enthusiasm from everyone, or complete like-mindedness. It requires enough commitment from the right parties for coordinated action to occur and be sustained.

A group does not need everyone to think alike. It needs enough alignment for the design to succeed.
A Leadership Responsibility.
Leadership is not the pursuit of maximum alignment. Leadership is identifying what level of alignment is sufficient for the situation, then enabling the group to reach it.
>Non-likemindedness is an asset
Misalignment is a liability. It occurs when people do not support the design's stated goals, principles, or agreed actions.

Non-likemindedness is different. It exists when people hold different opinions before those opinions have been discussed. Far from being a problem, these differences are a valuable resource.

The purpose of Group Design is not to eliminate differences. It is to identify exactly where people are like-minded and where they are not. Doing so enables the right conversations to be pinpointed:

Problematic non-likemindedness can be resolved.
Productive non-likemindedness can be harnessed.

Only by making patterns of like-mindedness visible can a group focus its effort on the disagreements that matter most.
76 /100.
On average, groups begin a Group Design with a level of like-mindedness of 76 out of 100.

If Sufficient Alignment requires 90, then the challenge is not to revisit everything. It is to identify and address the 14-point gap that separates the group from effective alignment.

The goal is not more discussion. It is the right discussion.

A Note on DisagreementThese principles may appear straightforward, but all four depend on important disagreements being surfaced and reconciled.

Many leaders, managers, consultants, and facilitators openly acknowledge that they prefer not to engage with conflict and disagreement unless they have no other choice. Traditional Group Design methods allow them to navigate around that concern, progressing the work without directly addressing areas of non-likemindedness.

While more comfortable, this approach carries a cost. Unexplored disagreements contribute to false positives: designs that look convincing in the room yet fail during implementation.

SchellingPoint's approach is designed differently. Its principles and methods seek to minimise unnecessary discomfort while ensuring that the disagreements most relevant to Closest Fit, Maximum Feasibility, and Sufficient Alignment are surfaced and reconciled before action is taken.

Frames enable us to organize information in a way that is valuable to the topic for which they are designed. None existed for Group Design.
Here are three examples.
>The Five Opinions
Five types of opinion define the entire raw material for an optimal set of goals and actions.

Four are the root opinions from which the fifth are derived.
Embedded within dialogue among questions, requests, and connective language, these five are the 'active ingredients' in Group Design dialogue.
>The CEMFS Change Equation
For groups to converge on an agreed set of goals and actions, each participant undertakes some amount of change in their thinking.

From Cognitive Psychology, we have the fundamental theory of change (not Change Management theories of change) that: "For action to occur, there must be cognizance of a gap and the motivation to fill it."

The discovery of the five opinions enabled the formulation driving each participant's endorsement of the design.
The methods and software implement the CEMFS change equation to maximize a True result for each participant and the overall design.
>The Outside In Sequence
The Outside In Sequence defines an essential dimension of the group's dialogue pathing logic.

It ensures their outputs build on each other in the most additive form.

The frame helps deep subject matter experts to those unfamiliar with a topic to ensure the group discusses the right items in the right order.

*The tiers do not equate to importance.
This frame is vital in ensuring a group is creating maximum feasibility and sufficient alignment around 'the right answer' - the closest fit to what the situation needs.

FramesFrames have been developed and adopted for many situations. Common public examples include SWOT, PESTEL, ADKAR, Porter's Five Forces, and McKinsey's 7S. They bring understanding to the specific situations for which they were designed.

SchellingPoint's frames are universal meta-frames for the Group Design of any topic. Topic-specific frames, such as those above and many others, augment the meta-frames where they exist and are topic-relevant.

Group Design methods are the repeatable procedures that produce quality at scale.
These are a few examples of the ways Optimal GDM differs from traditional Group Design approaches.
>Topic Scoping
Group Design is an engineer-to-order process. Like a home remodel, prescription eyeglasses, or a custom wedding dress, the outcome must satisfy a unique set of requirements. The better the specification, the better the fit.

Topic Scoping uses an AI-enabled Situation Description and Validation Form to help leaders create a sufficiently complete and validated specification of the situation before goals, actions, and commitments are designed. The form captures the information required for effective Group Design while prompting consideration of factors that might otherwise be overlooked. Over time, it helps leaders develop stronger situational judgment and produce more accurate, actionable assessments of the situations they face.
The Topic Scoping skill helps reduce the likelihood that important signals are ignored or merely monitored when a timely response is warranted.
>Collective Intelligence Collation
A Group Design can only use the collective intelligence it captures. Traditional interviews, surveys, and meetings gather a selection of what participants think, shaped by who is asked, how they are asked, what they are asked, what they feel safe saying, and how their contributions are interpreted and summarized.

Collective Intelligence Collation gives every participant a private opportunity to contribute their knowledge, aspirations, concerns, assumptions, and proposed actions. AI collates and de-duplicates these contributions into a source-anonymous opinion catalog that participants review and assess on their merits, rather than according to who expressed them.

The objective is not to collect more opinions. It is to create the most accurate picture of the topic's starting position and likely direction of travel. That understanding determines the agenda: what should be discussed, what need not be discussed, and the sequence of conversations most likely to produce the optimal response.

The result is a more accurate starting position, a more effective agenda, and a Group Design process focused on the conversations most likely to improve Fit, Feasibility, and Alignment.
Using the SchellingPoint software platform, collective intelligence can typically be gathered, processed, and converted into an evidence-based agenda within two hours after Topic Scoping.
>Pinpointing
Traditional approaches assume that good decisions emerge from broad discussion, extensive workshops, and careful facilitation. The challenge is that most groups begin with more potentially relevant topics, opinions, concerns, and ideas than they can realistically discuss. Time becomes the limiting factor.

Pinpoint identifies the specific opinions and issues most critical to decision quality. Using the collective intelligence gathered during pre-processing, it distinguishes between areas where the group is already sufficiently like-minded and those where important differences remain unresolved.

The objective is not to reduce participation. It is to focus participation where it creates the greatest value.

By identifying the assumptions, goals, barriers, unintended consequences, and proposed actions most likely to affect Fit, Feasibility, and Alignment, Pinpoint helps groups invest their time in the conversations that matter most. Topics already understood and agreed can move forward with minimal discussion, while issues most likely to improve decision quality receive the attention they deserve.

The result is a more efficient, evidence-based agenda, less time spent revisiting settled ground, and a greater likelihood that critical differences are resolved before implementation begins.
The scarcest resource in Group Design is not expertise. It is discussion time. Pinpoint ensures that time is invested where it produces the greatest improvement in decision quality.
>Sequencing
Pinpoint identifies the conversations most important to decision quality. Sequencing determines the order in which those conversations should occur.

Traditional agendas often treat discussion topics as largely interchangeable. Optimal GDM recognizes that many design conversations are dependent on those that precede them. Decisions about actions are strengthened by clarity on goals. Goals are strengthened by agreement on the situation and the Cost of Inaction. Feasibility discussions are improved when the desired outcomes are already understood.

Group Design is an engineer-to-order process. Just as a builder establishes foundations before installing a roof, Group Designs produce stronger outcomes when conversations occur in the sequence most likely to create understanding, reduce uncertainty, and improve convergence.

Sequencing uses the collective intelligence and Pinpoint outputs to determine the path most likely to produce the optimal response. Each conversation provides context for the next, allowing participants to make progressively better decisions as the design develops.

The objective is not to create a logical agenda. It is to create a decision pathway in which each discussion increases the value of the discussions that follow.

The result is fewer circular conversations, less rework, faster convergence, and a greater likelihood that the final Group Design achieves Closest Fit, Maximum Feasibility, and Sufficient Alignment.
The right conversation at the wrong time can be as damaging to decision quality as the wrong conversation altogether.
>Collaborative Design
Group Design quality is highly sensitive to how groups handle disagreement.

Traditional approaches, with or without explicit facilitation, can produce decisions, but do not reliably determine whether the group's best thinking was incorporated into the final design.

Collaborative Design provides a method for transforming productive and problematic non-likemindedness into stronger assumptions, goals, actions, and safeguards.

Rather than asking participants to defend positions, the method focuses on understanding an opinion's validity.

The objective is not consensus. It is Natural Convergence: reaching a shared conclusion because participants believe it is more accurate, complete, or useful than where they started.
The objective is not to determine who is right. It is to determine what is right.

The How of OptimalOur research revealed that most groups already possess sufficient knowledge, experience, and good intentions to design high-quality decisions. What has been missing are the methods and techniques needed to systematically convert that collective intelligence into Closest Fit, Maximum Feasibility, and Sufficient Alignment.

The ordered stages, and the actions within them, to maximize the realized outcomes in response to a triggered situation.
These are the stages to which all terms, primitives, concepts etc. relate.
>Scope
Establish the Shared Response Situation: why a response is required, what is and is not included, the wider System of the Topic, and whose knowledge, interests, support, or action must be represented.
Scope ensures that the group is addressing the right situation—not an incomplete, overly broad, or incorrectly bounded version of it.

This is another area where few leaders and managers are trained.
>Pinpoint
Convert the facts and opinions gathered within the scope into an optimal agenda by determining what must be discussed, in what sequence, and how each matter should be addressed.
Pinpoint prevents the available meeting time from being allocated by habit, hierarchy, or guesswork. It concentrates dialogue on the likemindedness to be leveraged and the non-likemindedness that must be resolved to produce a strong design.
>Design
Dialogue the pinpointed matters and construct an integrated set of goals and actions that achieves the Closest Fit, Maximum Feasibility, and Sufficient Alignment.
Using four efficient, effective dialogue methods, Design converts the group’s distributed knowledge, reasoning, and interests into a shared response that fits the situation, can be carried out, and has the necessary commitment behind it.
>Correct
Periodically re-optimize the design during implementation as changing conditions or implementation experience unavoidably reduce its Fit, Feasibility, or Alignment.
Correct recognizes that an initially strong design will not remain strong automatically. It restores design quality before drift becomes underperformance or failure.
>Learn
Use data from multiple Group Designs to determine what improves or degrades quality, and incorporate that knowledge into the local application of Optimal GDM.
An organization learned that a common expression and behavior within its leadership culture demoralized and damaged operational performance.

Decision Lifecycle ManagementGenerally, goals and actions are viewed in two stages - identify then implement them. In truth, decisions follow a lifecycle from Signal through Response and Impact to Insight.

Good frameworks enable.

An advertising and marketing agency found that a team using Optimal GDM designed a client's brand architecture on par with the their methodology's best output, for less effort.

Positive Deviance, Micro-innovation, and Collaborative Design are triggered at the right time, in the right places.
FAQ
Frequently asked questions
Do I have to learn every one of the framework's components?
Is the GDM Framework complete?
Does the framework apply to GDM-Choice in addition to GDM-Design?
Don't processes and frameworks slow things down?