Final Workshop

1. Introduction

The facilitator starts with an introduction to clowning. They introduce their perspective and philosophy of clowning and how this can be useful for you in so many ways. They then go on to discuss the ‘clown-state’, i.e. the way of being a clown and how that sense of Playfulness, Vulnerability, Risk-taking and Openness can all be harnessed to enhance your innovation and creativity.

II. WARM UP GAMES

2. Mindfulness For Playfulness

In this first exercise, participants are led through a short meditation to awaken the senses. Attention will be brought to each sense individually, in turn, starting with touch, and then progressively adding hearing, smell, taste and finally sight.
Once all senses are awake, awareness is taken into free space and the openness of the body is explored in relation to the environment, relating to the world and surrounding objects, as if seeing them for the first time. particularly in relation to each other, discovering them as if for the first time, appreciating new characteristics as we have never seen them before. No touching of each other. Can be accompanied by music once everyone is up and moving.

Objectives

  • overcoming fear and shyness and building trust in the experience
  • openness through physical awareness
  • relaxation
  • overcoming fear and shyness and building trust in the experience

Walking and Winking

Continuing from the previous exercise, participants are encouraged to walk freely about the room this time focusing on each other rather than on objects within the room and when they encounter each other, to wink (or blink, if they are unable to wink), this should not be theatrical or ironic but subtle and calm. From there participants are asked to believe someone is winking at them, because they are special in that moment.

Objectives

  • Building connection
  • Overcoming fear or shyness of interaction
  • Build confidence
  • Be sensitive to the response of others

This develops so that as participants walk and encounter each other, they crouch a little and jump up, at the same time. No one should lead the other, the aim is for both to communicate and jump together. As participants become familiar with this they are then encouraged to do the same but now ‘high ten’ at the apex of the jump. If fitting, one pair can be encouraged to demonstrate their jump to everyone else.

Objectives

  • Building connection
  • Reading the other
  • Building empathy

3. Walk, Clap, Jump, Run, Reach

Having started slowly with a relaxation exercise, participants are energised with a game activity. Participants have to follow the orders of the facilitator, walking, stopping, clapping, jumping and reaching up or down as commanded.

If necessary, the facilitator might need to establish that in this role they are playing ‘tyrant’. In this the facilitator might start to mock participants who get it wrong. Commands become combined e.g. jump, jump, clap, jump down.

Once the rules are understood, they start to change. Now every time participants are told to ‘walk’, they have to stop, and every time they are told to ‘stop’ they have to walk. As the participants respond to these challenges, new changes are introduced: ‘jump will mean ‘clap’, ‘clap’ will mean ‘jump’, ‘up’ will mean ‘down’ and ‘down’ will mean ‘up’. the facilitator might become a little ‘mean’ at this stage. At the height of the challenge, the facilitator proposes that anyone who makes a mistake will be eliminated from the game. Each person that is eliminated receives a round of applause, is gently teased and is invited to sit down and watch the rest of the game.
This game raises the tension and excitement in a playful way so that participants openly and publicly fail in front of their peers. Later, attention will be brought to their natural reactions towards failure.

Objectives:

  • develop tolerance to frustration
  • experience the collapse of the rational
  • expose participants to failure in a playful and gentle manner
  • challenging excessive self-confidence

4. Dance Like…

In this game, participants are challenged to dance as they would in their living rooms, to dance like no one is watching them. The participants start in ‘choir’ arrangement. One participant is chosen as leader and everyone else imitates their dance. The aim is not to exactly imitate the leader, but to ‘dance in the style of’, with the same energy. After about 30 seconds or whilst the energy is maintained, there is a rapid music change, a new leader is chosen, and the imitations continue. This carries on until everyone has had a chance to lead. The activity is revitalising and energising. It relaxes participants and has them feel a little less self-conscious.

Objectives:

  • loosen up the body
  • connect with fun, pleasure and playfulness
  • challenge uniformity by allowing individual movement to have space and grow.
  • build leadership from fun

III. PERFORMANCE

6. Imitation Game

Participants get in pairs. One of them walks into the space, the other follows and tries to imitate their walk. One does a short presentation and the other imitates them. Then the person who was imitated plays themselves by imitating their partner who was mirroring them.

Objectives:

  • challenge preconceived ideas of oneself
  • see yourself through the eyes of others
  • challenge overestimation of power / ego

7. Asking For A Favour

Participants form a circle. Two participants walk to the center. One of them asks the other for a favour. The other has to say “Yes” and oblige. The person needs to find a way to say “Yes” even if what is asked seems impossible. This explores what saying “Yes” enables and to what it might lead.

Objectives:

  • creative thinking
  • overcoming the “This cannot be” type of response
  • encourage innovation and team energy
  • challenge the comfort zone

8. Crescendo Of Emotions

Participants form a line a line of say 5 clowns, all look to the audience with no emotion. The first person starts with a soft smile, then looks at the person sitting next to them, who takes on the smile and takes it further, making it bigger. Through an effect of contagion and extension, the smile turns into extreme laughter along the line. Thus, the contagion of laughter grows. The same process can be carried out with sadness or anger

Objectives:

  • emotional connection between the participants
  • growing ideas and feelings beyond realistic standards
  • challenge the idea of normality and acceptability
  • connecting and listening to each other and allowing oneself be taken by an emotion
  • be flexible with others

IV. FINALE

11. The Do Nothing Game

In the final act of the workshop, participants are invited to take turns to wear a red nose in front of others for the first time. ….

Objectives:

  • relinquish control
  • discover ‘self’
  • realise potential

V. Plenary

12. Facilitator- led discussion & feedback

Discussion about the clowning workshop. Covering topics about what worked, what was difficult and the level of difficulty. What was learned about the primary topics of Playfulness, Vulnerability, Risk-taking and Openness. Discussion about what emerged from discomfort and difficulty, what was unexpected and importantly, what was fun.