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
ScopeDependenciesCritical pathTime to complete
Sales Managers
ContactsOpportunitiesStagesDealsConversionPipeline
Accountants
AssetsLiabilitiesCash flowAccruals
Architects
ProportionLoadStructurePythagorean theoremVitruvius Theory
Engineers
Stress dynamicsForceToleranceFailure modes
Artists
PerspectiveCompositionContrastFormLight
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 Sport

Unfortunately, decision makers and designers are not taught these basic decision-making terms. Worse, few authors explain which branch of decision-making they are referring to when offering advice.

For example, card games and sports are commonly referenced. However, a card game is a closed, zero sum game, with a common motivation. There is a finite number of action choices, with outcomes appearing immediately for a real-time learning loop. Similarly, sports teams create pre-defined plays so that players can coordinate their action with their teammates.

The Group Design of goals and actions is almost entirely opposite. They are an open, non-zero-sum games, with infinite potential actions. There is a delay before outcomes are measurable, by which time, any number of factors could have influenced the results.

I Choose, We Choose, I Design, We Design. If an author does not state it, you should determine it or risk hurting your decisions.

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 Damage

Other than in the military, healthcare, and engineering, only a small number of specialist approaches explicitly examine negative 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-likemindedness
Being 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.

Foundational rules that describe how effective Group Decision Making works and guide how it should be designed and conducted.
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
Closest Fit is the best attainable match between what a situation requires and the goals and actions designed in response, after legitimate feasibility and alignment constraints have been accommodated.

Optimal GDM seeks to enable groups to design the closest fit - the point at which any addition or reduction in the goals, actions, feasibility, or alignment will reduce the fit.
Adding a goal around which a member of the group is unwilling to align may bring the outcomes closer to the perfect fit but is likely to trigger non-aligned (EUDIC) actions that prohibit the gain.
>Maximum Feasibility
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>Sufficient Alignment
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>Non-likemindedness is an asset
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Research note — to be added.

Frames enable us to organize information in a way that is valuable to the topic for which they are designed.

No universal frames existed for Group Design. The research surfaced several.
Here are three examples.
>The Five Types of Opinions
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>The CEMFS Change Equation
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>The Ends and Means Sequence
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>The View of Conversation
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Universal Frames
Over time, frames have been developed and adopted for specific situations. Examples include SWOT, Porter's Five Forces, ADKAR. Where available, they bring understanding to the specific situations for which they are designed.

Repeatable procedures used to perform a defined part of Group Decision Making.
These are examples of methods decision makers and designers would know and understand, and expect to use.
>Topic Scoping
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>Collective Intelligence Collation
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>Pinpointing
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>Sequencing
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>Collaborative Design
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Collaborative Design
The single most consequential task in group decision making is the reconciliation of non-aligned opinions, those where some agree with an opinion and others do not. The task needs to convert the non-likeminded group into a group aligned around one declaration - an assumption, a goal, etc. However, no standard, validated, reliable technique has existed for doing so.

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 Management
Generally, 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 are enabling.

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?