204318950 Tijana Mandic HRM

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    INTELECTUAL CAPITALISMat the end of the day, you bet on people, not on strategies. (Noel M Tichy, 2002)

    Global competition:

    Innovation

    Resources

    Risk

    HR managers participate in developing strategies that ensure that human dimensions areconsidered( Mathis Robert and John Jackson p3)The design of formal systems in an organization to ensure the effective and efficient use of

    human talent to accomplish the organizational goals.

    The utilization of individuals to achieve organizational objectives.

    1.HRM at the EXECUTIVE LEVEL

    2.HRM as GENERALIST in multitasking

    3.HRM as a SPECIALIST in one task

    Humanmetrics

    Complex, paradoxical, uncertain, unreliable, unpredictable, and irrationalValid

    Reliable

    Objective

    Sensitive

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    issues

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    driversScripts

    transactions

    Ego states

    Games

    Injunctions

    autonomy

    TA

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    injunctions

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    "Many times in my life, I was placed in socialsituations that left me feeling so depleted

    afterwards and I could not exactly grasp why this

    was happening. When I read Games Peop le Play, I

    started to un derstand how many p eople play these

    games that end up making m e feel used and

    hop eless. After a year or so, I also began real iz ing

    that I play some of these games m yself. .. This is

    wh en I real ly decided to c hange my l i fe. I began

    l iv ing wi th a new awareness of the behaviors of no t

    only others but my ow n as wel l! "

    "A game is an ongoing series of complementary ulterior transactions progressing to a

    well-defined, predictable outcome.

    Descriptively, it is a recurring set of transactions... with a concealed motivation... or gimmick."

    A reader

    Games people play

    Definition of game

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    Definition of game

    A game is a series of transactions that is complementary (reciprocal),

    ulterior, and proceeds towards a predictable outcome.

    Games are often characterized by a switch in roles of players towards the

    end.

    Games are usually played by Parent, Adult and Child ego states, andgames usually have a fixed number of players; however, an individual's

    role can shift, and people can play multiple roles.

    Berne identified dozens of games, noting that, regardless of when, where

    or by whom they were played, each game tended towards very similar

    structures in how many players or roles were involved, the rules of thegame, and the game's goals.

    Each game has a payoff for those playing it, such as the aim of earning

    sympathy, satisfaction, vindication, or some other emotion that usually

    reinforces the life script.

    The antithesis of a game, that is, the way to break it, lies in discoveringhow to deprive the actors of their payoff. Students of transactional

    analysis have discovered that people who are accustomed to a game are

    willing to play it even as a different "actor" from what they originally were.

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    Game formula

    Con + Gimmick= ResponsesSwitch -Payoff

    Analysis of a game

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    y g

    One important aspect of a game is its number of players. Games may be two

    handed, three handed, or many handed. Three other quantitative variables are

    often useful to consider for games:

    Flexibi l i ty : The abi l i ty of th e players to change the currency of the game (that is,

    the too ls they use to p lay i t). In a f lexible game, players may sh i f t from wo rds, tomoney, to parts of the body.

    Tenaci ty: The persistence with which p eople play and s t ick to their games and

    their resistance to breaking i t .

    Intensity: Easy games are games p layed in a relaxed way. Hard games are games

    played in a tense and aggressive way.

    Based on the degree of acceptabi l ity and po tent ial harm, games are classi f ied as:First Degree Games are soc ial ly accep table in the players' so cial circle.

    Secon d Degree Games are games that the players would l ike to conceal , though

    they may no t cause irreversible damage.

    Third Degree Games are games that could lead to d rast ic harm to one or mo re of

    the part ies concerned.

    Games are also stud ied based on th eir :A im

    Roles Social and Psycho logical

    Paradigms

    Dynamics

    Advantages to players (Payoffs)

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    Evaluating,

    and decisionmaking

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    communicationA. Models of communicationB. Kind:

    a. Verbal

    b. Non verbal communication

    C. Communication and creativity research

    INTERVIEWSvideo tapedDRAWINGS

    RORSCHACH

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    Bonding styles

    STYLES

    SAFE

    UNSAFE

    ANGRY T

    ANGRY C

    AMBIVALENT

    RESCUING

    MORBIDE

    1 2 3 4 5 6 7 8 9 10

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    Working

    with

    artists

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    simple

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    complex

    Research

    complex

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    FDU research

    1. 18 Personalities dimensions

    2. Models of Change

    3. General Model

    4. M Model

    5. Non verbal6. Verbal aspects

    FDU Research

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    Mandi 2006

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    GENERAL COMMUNICATIONAL MODEL

    Mandi, 2006

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    CREATOLOGY

    Constructs from

    I. Magary-Beck

    R. J. Sternberg

    Scientific research of creativity

    Basic perspective is from:

    Psychology of personality and

    clinical psychologyAdlerian psychoanalysis

    Transactional Analysis

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    FDU research

    1. 18 Personalities dimensions

    2. Models of Change

    3. General Model4. M Model

    5. Non verbal

    6. Verbal aspects

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    T. Mandi, 1995

    The Belgrade M Model

    theoretical model based on aM FACTOR

    1. ABSENCEOF MOVEMENT

    2. CONQUESTOF MOVEMENT

    3. TENSION

    4. FROZENMOVEMENT

    5. EXTORTEDMOVEMENT

    6.MALADAPTED MOVEMENT

    7. CREATIVEMOVEMENTS OF THE SELF

    8.VICARIOUS MOVEMENT9. INTEGRATEDMOVEMENT

    10. SPIRITUALMOVEMENT

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    METHODOLOGY

    1. DAPDraw yourself version

    2. Interviews3. Essay: My story

    I am

    The world is

    My relationship to the world is

    4. Rorschach as a stimulus for a story

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    PARAMETERSA. Leaving the given boundary

    ( yes / no and how)

    B. Personification

    ( low, average and high)

    C. Progression in the service of the self:

    symbolic leap(7 symbolical elaborations)

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    examples

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    2. tension 3.frozen

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    7 ti 8 i i

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    7. creative 8. vicarious

    9 integrated 10 spiritual

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    9. integrated 10. spiritual

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    SAMPLES4133

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    FDU

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    Ad1.

    PERSONIFICATION

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    LOWquality:

    dominant

    identification with parents

    and teachers

    AVERAGEquality:

    dominant identification

    with soc. stereotypes

    HIGHquality:

    idiosyncratic integrations

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    Disintegration

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    SUGGESTED READINGS

    1. Barnlund, D. C. In terpersonal Communicat ion: Surv ey and Studies. Boston:

    Houg hto n Miff l in 1968

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    Houg hto n Miff l in, 1968.

    2. Chapanis, A. Men, Machines, and Models, American Psychologist, 16:113131,

    1961.

    3. Deutsch, K. On Communication Models in the Social Sciences, Public Opinion

    Quarter ly, 16:356-380, 1952.4. Gerbner, G. Toward a General Model of Communication, Audio-Visual

    Commun icatio n Review, 4:171-199, 1956.

    5. Isaksen, Murd oc, Firest ien and Treff inger: Understand ing and Recog nizing

    Creativi ty: The Emergence o f a New disc ipl ine. Ablex, New Jersey, 1993.

    6. Kaplan, A. The Conduct of Inquiry: Methodology for B ehavioral Science. San

    Francisc o: Chand ler, 1964.

    7. Kaufm an J.C. and Sterberg R.J.: The Internation al Handboo k o f Creativi ty.

    Cambr idg e University p ress, 2006.

    8. Mandi T: Communicology-Psy cholo gy o f Commun icat ion , CLIO, Belgrad e, 2003.

    8. Mandic T: Psycho only for us. Damnjanovi I sinovi, Beograd, 2008.

    9. Mortesen David: Communicat ion: The Study o f Human Communicat ion. McGraw-

    Hill, New York , 1972.

    9. Lackman, R. The Model in Theory Construction, Psychological Review, 67:113 -129, 1960.

    10. Sereno, K. K., and Morten sen, C. D. Foun dation s of Comm un icat ion Theory. New

    York: Harper & Row, 1970

    11. Tubbs and Mos s: Hum an Commun ication . McGraw-Hil l , New York 1994.

    12. Watzlawic k, P., Beavin, J., and Jack son , D. Pragmatics o f Hum an

    Comm unicat ion. New York: Norton , 1967.

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    Case study

    PT

    128

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    1. VIDEO TAPE

    2. NTERVIEW (in)

    3. QUESTIONNAIRAE

    4. DAP

    5. MMPI

    6. RORSCHACH7. INTERVIEW (out)

    8. CREATING A STRATEGY

    9. PERSONAL TRAINING

    10. FOLLOW UP

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    E N F J

    22 44 6 56

    Teacher

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    ENFJ PROFIL

    KONFLIKT : ISTP senzorno logiki introvert (majstor)

    DOPUNJAVANJE: ISTJ logiko senzorni introvert (inspektor)

    SUPER EGO FUNKCIJA: ESTJ logiko senzorni ekstrovert(administrator)

    KONTRAST: INFJ etiko intuitivni introvert (humanist)

    KRITIKUJE: ISFP senzorno etiki introvert (posrednik)

    VI KONTROLIETE: INTP intuitivno logiki introvert (kritiar)

    OPSENA INFJ intuitivno etiki introvert (liriar)

    SRODSTVO: ESFJ etiko senzorni ekstrovert (ivotoljubac) KOOPERACIJA: ENTJlogiko intuitivni ekstrovert (preduzetnik)

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    CRTE LJUDSKE FIGURE

    VELIINA mali nasmejani iaglia POZICIJA ekstroverija optimizam

    VERTIKALNA OSA deli detalje

    STABILNOST u organizaciji detalja

    SNAGA PRITISKA srednja

    SIMETRINOST prisutna KVALITET RADA brizljivo

    NAGLAAVANJE akcije

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    HY Pd Ma

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    HY Pd Ma

    Disimulativni profil

    Emocionalnost (impulsivnost, potiskivanje, negacije, konverzije)

    Ranjivost (niska frustraciona tolerancija, osetljivost na obacivanje) Etiki konstrukti (univerzalnost-relativnost)

    Aktivna ag AHI index: Pd+MA=31

    Pasivna ag: PAI index (Hy+100)(Pd +2Pa) = 93

    IDEALNI/REALNI EGO

    Uurbani ritam(misao, govor, emocije, akcija)

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    RORCSHACH

    G 1ostalo detalji u odnosu

    D preovladavaju

    S nema

    Forma FC

    Boja CF

    N ahromatskine

    K iznudjen

    1. celina: deo 2 kupna detalja u odnosu,

    veni konflikt

    2. ivo- neivo: 2 ruke,nikad

    3.perc. ljudi: deca, lepo, veza

    4. Tt: vena opasnost, Pa

    5. Realnost: pela izazov, dobro

    6. Sex: kornjaa, greka

    7. Mm: hrana

    8. Emot. Sc.: Ljudski organizam

    9. After: Uvek zemlja i prirodauvek

    10.Celina: vena borba dobra i zlanema opustanja

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    1. Savreno 2.greka 3.haos 4. depresija (- -)

    2. Zadovoljava 2.nesporazum 3. nepristojnost 4. nevoljen (- +)

    3. uri 2.anksiozan 3. uvredjen 4. oajan (- -)

    DRIVERS

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    STRATEGIJAd (hi i ih ij )

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    S KIM KOMUNICIRAM ENFJ , Hy Pd Ma (histericna psihopatija)

    OSNOVNI CILJ:Zrelost i altruizam

    PODCILJEVI:

    1. KONTROLA EMOCIJA

    2.ODGOVORNOST

    3.REVIZIJA KONSTRUKATA: EGO IDEALA i SUPER EGA, REALNOST

    AMBICIJA

    STRATEGIJA: KOMUNIKOLOKO UENJE

    TAKTIKE: TA, NLP, ELEMENTI PSIHOANALIZE

    TEHNIKE: INTERVJUI, VEZBE

    PROVERA SA TIMOM: OK

    PROVERA SA KLIJENTOM- NAGLO PREKINUO SARADNJU POSLE36 SATI RADA( SAMO SAMNOM) I NIKOG NIJE PLATIO

    SAMO CE NAS TIMSKI RAD

    SPASTI

    SUGGESTED READINGS

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