The TOPĀ© model
The TOP© model (Theatraal Onderzoeken
Participeren, or Theatrical Participation & Research) harnesses the
power of interaction. Participants are challenged to think about specific situations, to put forward possible
solutions, and to see them tried out – or try them out for themselves. No judgements
are made; nothing is held up as being right, wrong, desirable or undesirable.
Participants collectively perceive for themselves the effectiveness of a given
suggestion.
Theatre
In close collaboration with the client we
write one or more short activational scenes. These depict recognisable
situations drawn from reality, which two actors make larger than life.
Research
After having played a scene, we embark on a
collective research project. What are the options? What effect does one's own
behaviour have on another person's? What works in practice and what doesn't? A
facilitator translates participants' comments and suggestions into director's
notes for the players. The stage functions as a testbed on which every idea can
be tried out, under the motto: one man's meat may be another man's poison.
Making audience suggestions tangible in this way transforms abstract concepts
into concrete actions. Better still, controversy and dispute are thereby avoided:
show, don't tell.
Participation
The scene's first performance elicits an
immediate reaction from the audience. They recognise the situation – but not
because they approve of it! Then it is up to them to come up with solutions, on
the basis of their own experience and insights. Acting out these suggestions
quickly makes their results clear. The actors themselves might be from Troje,
or they might be drawn from the audience, as they explore the various options
within the framework of theatrical reality.
Application
We have employed the TOP© model in a
wide variety of different situations. Some examples:
· as part of skills development training courses focused on
experiential and collective learning processes
· in the awareness-raising stage of change processes (including
'company culture' changes), in which it served to illustrate the attitudes,
norms and values underlying visible behaviour, and how they influence this
behaviour
· as part of working conferences
· as brainstorming sessions
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