Methods of Neuro-linguistic Programming - Techniques

Techniques

Anchoring

NLP teaches that we constantly make anchors (associations) between what we see, hear and feel and our emotional states. While in an emotional state if a person is exposed to a unique stimulus (sight, sound or touch) then a connection is made between the emotion and the unique stimulus. If the unique stimulus occurs again, the emotional state will then be triggered. NLP teaches that anchors (such as a particular touch associated with a memory or state) can be deliberately created and triggered to help people access 'resourceful' or other target states. Anchoring appears to have been imported into NLP from family therapy as part of the 'model' of Virginia Satir.

Future pacing

A technique of asking a person to imagine doing something in the future and monitoring their reactions. It is typically used to check that a change process has been successful; (i.e. by observing body language when the person imagines being in a difficult situation before and after an intervention). If the body language is the same then the intervention has not been successful. Future pacing can be used to "embed" change into the contexts of the future.It gives a person the experience of dealing positively with a situation before they get into that situation in reality. This is based on visualization where the mind is assumed not to be able to tell the difference between a scenario which is real and one which has been clearly visualized. The theory is that, having visualized positively, when the subject encounters the situation again in reality the visualized experience will serve as a model for how to behave, even though this experience was imagined. The mind cannot tell the difference between the visualization and reality so it accepts the visualization as reality and makes the change.

Swish

The swish pattern is a process that is designed to disrupt a pattern of thought from one that used to lead to an unwanted behavior to one that leads to a desired behavior. This involves visualizing a 'cue' which leads into the unwanted behavior, such as a smokers hand moving towards the face with a cigarette in it, and reprogramming the mind to 'switch' to a visualization of the desired outcome, such as a healthy looking person, energetic and fit. In addition to visualization, auditory sound effects are often imagined to enhance the experience. Swish is one of the techniques that involves the manipulation of submodalities.

Reframing

Another technique, reframing functions through "changing the way you perceive an event and so changing the meaning. When the meaning changes, responses and behaviours will also change. Reframing with language allows you to see the world in a different way and this changes the meaning. Reframing is the basis of jokes, myths, legends, fairy tales and most creative ways of thinking." There are examples in children's literature. Pollyanna would play The Glad Game whenever she felt down about life, to remind herself of the things that she could do, and not worry about the things she couldn't. Alice Mills also says that this occurs in Hans Christian Andersen's story where to the surprise of the ugly duckling, the beautiful creatures welcome and accept him; gazing at his reflection, he sees that he too is a swan. Reframing is common to a number of therapies and was not original to NLP.

Six step reframe

An example of reframing is found in the six-step reframe which involves distinguishing between an underlying intention and the consequent behaviors for the purpose of achieving the intention by different and more successful behaviors. It is based on the notion that there is a positive intention behind all behaviors, but that the behaviors themselves may be unwanted or counterproductive in other ways. NLP uses this staged process to identify the intention and create alternative choices to satisfy that intention.

Well-formed outcome

In NLP this is one of a number of 'frames' wherein the desired state is considered as to its achievability and effect if achieved. A positive outcome must be defined by the client for their own use, be within the clients power to achieve, retain the positive products of the unwanted behaviours and produce an outcome that is appropriate for all circumstances.

Ecology

This is a frame within which the desired outcome is checked against the consequences in the clients life and relationships from all angles.

Parts integration

Parts Integration is based on the idea that different aspects of ourselves are in conflict due to different perceptions and beliefs. 'Parts integration' is the process of integrating the disparate aspects of the self by identifying and then negotiating with the separate parts to achieve resolution of internal conflict. Parts integration appears to be modeled on 'parts' from family therapy and has similarities to ego-state therapy in psychoanalysis.

VK/D

VK/D stands for 'Visual/Kinesthetic Dissociation'. This is a technique designed to eliminate bad feelings associated with past events by re-running (like a film, sometimes in reverse) an associated memory in a dissociated state. It combines elements of Eriksonian techniques, spatial sorting processes from Fritz Perls, reframing and 'changing history' techniques.

Metaphor

Largely derived from the ideas of Bateson and the techniques of Erikson, 'metaphor' in NLP ranges from simple figures of speech to allegories and stories. It tends to be used in conjunction with the skills of the Milton model to create a story which operates on many levels with the intention of communicating with the unconscious and to find and challenge basic assumptions.

State management

Sometimes called state control, is a neuro-linguistic programming (NLP) technique involving actively trying to control the emotional and mental state of an individual. One method to actively achieve state management anchoring where an individual associates a particular physical stimulus. It is used as both a self-help method and a therapeutic hypnotherapy technique.

Sleight of Mouth

Is a system of language patterns for persuasion. The concept was devised by Robert Dilts who modelled the argument and persuasion skills of Richard Bandler (the co-founder of Neuro-linguistic programming). By breaking down the methods, Dilts came up with 14 original patterns. Others, such as Steve and Connirae Andreas, have added even more patterns beyond these original 14. As with other facets of the NLP system, the intention behind formalising the study of influence is to allow people to understand the process, and to duplicate those skills through the direct application of one or more of the Sleight Of Mouth patterns. The name "Sleight of Mouth" builds off the phrase "Sleight of Hand" which refers to a magician's skills in making things happen which appear impossible.

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