
CALL TO ADVENTURE
This phase is a selection process. The focus is kids of ages 12 The selection process is established by a criteria that evaluates a balance between personality and skill. It will be responsibility of the program representatives to contact and visit institutions that shelter teens and provide a safe environment in which they have/ are developing a strong character and an outgoing personality.
REFUSAL / RECIEVE CALL
The Idea of a transformational adventure will be a new and unknown idea to the teen. The teenager might be reluctant to accept the call. It might be from a sense of duty or obligation, fear, insecurity or a sense of inadequacy. He might be assuming that he is not ready or good enough to overtake such a journey. In the mist of this insecurity the representative* must convince the teen ager that he/she has been chosen based on his personality of a leader, that he has what it takes to take over an adventure that will empower him with autonomy (self driven) mastery (improvement of any skill he’s passionate about) and purpose (involvement with activities that have a practical meaning and visibly affect others in a positive way).
MEETING THE MENTOR
The Mentor represents a person within and organization that uses innovative ways to approach community, health, environmental or education issues by means of design thinking processes. The first role of the Mentor is Recognition of a specific talent or passion the teen-ager has. His second role is encouragement; they must lead them to believe that the teen can achieve something that seemed improbable or impossible before they met them. Not allowing the teen to fall in self-doubt for too long or the notion that their dreams are too large for them.
Another role is facilitating. They must lead the teen offering advice and techniques that will relate to areas the organization id focused.
CROSSING THE THRESHOLD
The Teen realizes of the possibilities and envisions a change can happen through him. It is a new state of mind that will enable them to stand in a new and bigger arena filled with possibilities that they will uncover.
TESTS, ALLIES, HELPERS
During the time the teen experiences his adventure, he must build a network by utilizing his enrollment in projects that relate to Community, Environment, health, and Arts.
SUPREME ORDEAL
This is a phase that stays for a while but eventually his personality and Drive will aid the teen to realize that even though things look un bearable and frustrating there is Hope and a he must be able to see the bigger picture that underlays before such trials. Most of the time his own weaknesses will be an obstacle to continue and might be in need of the mentor to encourage him.
REWARD
At this point he has overcomed the ordeal of dropping the ball. It is the culmination of projects with measurable results during the time of his mentorship. He will see the practical use of his skills and he is values by what he know not by what he can do. It comes down to the realization of the Idea that he can make a change in his own society. The mentee/hero becomes one that thinks critically and is internally driven.
RETURN WITH THE ELIXIR
The hero comes back to the ordinary world, but the adventure would be meaningless unless he brought back the elixir in this case is the knowledge and experience of the working in projects that has had a positive influence in life of others.
It's 2012. The street violence in Honduras is unbearable. Unemployment rates are worst than ever. GUILLERMO, is a 11 yrs. old raised in the slums of Tegucigalpa by his grandmother. Guillermo does not understand why teachers at school always suspend their classes for a strike, which means more free days to play and hang out with his buddies and avoid boring school tests. He also ignores that his cousin Beto recently entered a gang and wants Guillermo to become a member.
Guillermo spends some of his spare time at carpentry workshop playing with wood leftovers of projects that he hardly gets commissioned.
Confused by a grandmother that all she does is scold him about everything, the pressure from his cousin, the lack of school days and healthy recreation Guillermo only finds a comfort zone on the streets and the use of drugs.
When Guillermo meets SEBASTIAN a volunteer that represents an institution that protects kids from a street life and gives them a place to live in a safe environment, he accedes to benefit from it. With time Sebastian notes artistic interests in Guillermo that show in his curiosity with objects. Sebastian receives a call one day from a so called “Multiversity art school (?) ” that is looking for 7 kid candidates to be part of a special 3 year program that will train them in visual arts. Guillermo is accepted and for three years he will learn from art teachers in diverse disciplines. These training will prepare Guillermo’s to meet a mentor over seas that will complement his knowledge in design thinking in an epic return to his home country with a transformational experience that will change his future forever.
Mara
Benefits of being in the gang:
Initiation rituals:
18 or 13 sec Beating welcoming
(as physical and emotional resistance test)
external signs:
Symbology:
Towers = jail
Sad/happy face =good/bad times
Dice = perdition
Tear = Loss of Family member
Spider web = hard to quit the gang life
Three dots = gang, jail, death
- Obtaining a job
- A good affective relationship (wife and kids)
- Personal Transformation (religious)