14.2 Program Media and Activities in Group Work: Selection, Design, and Therapeutic Application

Key Takeaways

  • Program media in social group work, pioneered by Gertrude Wilson and Gladys Ryland (1949), encompasses all purposeful verbal and non-verbal activities, expressive arts, games, and socio-dramatic tasks selected intentionally to facilitate diagnostic assessment, emotional ventilation, relationship building, and goal attainment.
  • Robert Vinter established that program media must be analyzed across critical structural dimensions—prescriptiveness (rule structure), controls (source of authority), physical movement (motoric demand), competence requirements (cognitive and motor skills), and interaction patterns (parallel, cross-action, complementary, team)—to match member capacities and developmental stages.
  • Activity selection follows strict diagnostic principles: beginning stages require high-structure, low-threat, cooperative media to reduce anxiety and build psychological safety; middle stages mobilize expressive arts, values clarification, and sociodrama to tackle conflict; ending stages utilize reflective, ritualized closure media.
  • Jacob L. Moreno's socio-dramatic techniques—including role reversal, the empty chair, doubling, mirroring, and soliloquy—provide powerful experiential tools for cognitive reframing, empathy generation, and emotional ventilation.
  • In Philippine group practice, program media effectively incorporates indigenous cultural activities (larong lahi like sungka, patintero, and tumbang preso; grassroots dula-dulaan; and communal craft-making), transforming indigenous cultural practices into therapeutic tools for socialization, emotional release, and collective empowerment.
Last updated: September 2026

14.2 Program Media and Activities in Group Work: Selection, Design, and Therapeutic Application

Board Exam Orientation: Questions on program media in Social Work Practice II assess the candidate's grasp of foundational literature (Gertrude Wilson & Gladys Ryland, Robert Vinter, Ruth Middleman), the structural dimensions of activities (prescriptiveness, controls, physical movement, competence requirements, interaction patterns), stage-appropriate activity selection, specialized therapeutic modalities (Moreno's role play, psychodrama vs. sociodrama, values clarification), activity design templates, and the adaptation of Philippine cultural activities (larong lahi, dula-dulaan, communal handicraft) to meet clinical and developmental goals.


1. Conceptual Foundations of Program Media in Social Group Work

In social group work, the helping transaction does not rely solely on abstract verbal discussion. For many client populations—including children, traumatized individuals, chemically dependent clients in denial, or marginalized youth—verbal interchange alone is inadequate, intimidating, or threatening. Here, program media serves as the vital vehicle for engagement, assessment, and behavioral transformation.

┌─────────────────────────────────────────────────────────────────────────────────┐
│                     Foundational Milestones in Program Media                    │
└─────────────────────────────────────────────────────────────────────────────────┘
          │
          ▼
1949: Gertrude Wilson & Gladys Ryland ("Social Groupwork Practice")
   ├─ Coined and codified "Program Media" as intentional therapeutic tools
   ├─ Refuted the myth of activities as mere "pampalipas-oras" (time-fillers)
   └─ Established activities as the primary medium for relationship & diagnostics
          │
          ▼
1960s-1970s: Robert D. Vinter & The Michigan School
   ├─ Formulated the structural dimensions of activity analysis
   ├─ Analyzed how activity rules, physical motion, and controls shape behavior
   └─ Conceptualized activities as direct worker interventions on group process
          │
          ▼
1980s-Present: Ruth Middleman & Contemporary Generalist Practice
   ├─ Non-verbal communication and expressive arts as bridges across diversity
   ├─ Integration of indigenous games, values clarification, and sociodrama
   └─ Linking program activities to social action and community empowerment

Wilson and Ryland's Seminal Contribution

In their classic 1949 text, Social Groupwork Practice, Gertrude Wilson and Gladys Ryland formalized the concept of program media. They defined program not as an isolated schedule of events, but as:

"The concept of program in social group work includes the entire range of activities, relationships, interactions, and experiences through which personal and group goals are achieved."

Wilson and Ryland rejected the recreational view that games, crafts, and dramatics are superficial pastimes (pampalipas-oras or pampasaya). Instead, they established that program media constitutes a deliberate, scientifically chosen clinical instrument. Every movement, rule, material, and role within an activity exerts a direct psychological and social influence on group members.

Diagnostic and Therapeutic Functions of Program Media

  1. Diagnostic Assessment Tool: How a member approaches an activity reveals underlying personality dynamics. A member who cheats during a board game reveals low frustration tolerance and impulse control deficits; a member who refuses to touch clay reveals intense defense mechanisms or fear of messiness/loss of control; a member who isolates in the corner reveals social phobia or depression.
  2. Vehicle for Non-Verbal Emotional Ventilation: Traumatized children or sexually abused clients often cannot articulate their internal terror through words. Finger painting, puppetry, or clay modeling allows suppressed affect to emerge safely without verbal exposure.
  3. Catalyst for Relationship Building and Cohesion: Engaging in shared physical or creative tasks dissolves interpersonal awkwardness, fostering camaraderie and shared accomplishment.
  4. Safe Laboratory for Behavioral Experimentation: Role-playing and simulation games allow members to practice new social skills (e.g., job interviewing, assertively saying "no" to drugs) in a low-risk environment before facing real-world consequences.

2. Robert Vinter's Activity Analysis Dimensions

Robert D. Vinter revolutionized program media design by demonstrating that activities possess inherent structural properties that automatically evoke, channel, or constrain participant behavior. A social worker does not choose an activity because it is "fun"; the worker selects it because its structural dimensions match the client's clinical needs and the group's developmental stage.

         ┌─────────────────────────────────────────────────────────────┐
         │          Vinter's Structural Dimensions of Activities       │
         └──────────────────────────────┬──────────────────────────────┘
                                        │
      ┌──────────────────┬──────────────┴──────────────┬──────────────────┐
      ▼                  ▼                             ▼                  ▼
1. Prescriptiveness 2. Controls & Source         3. Physical       4. Competence
   (Degree of Rule     of Authority               Movement           Requirements
    Structure)         (Worker/Rules vs Group)    (Motoric vs        (Motoric &
                                                   Sedentary)         Cognitive Skill)
                                │
                                ▼
                     5. Interaction Patterns
                        (Parallel, Cross-Action,
                         Complementary, Team)

Detailed Analysis of Vinter's Dimensions

1. Prescriptiveness (Degree of Rule Structure)

  • High Prescriptiveness: Activities governed by rigid, explicit rules and precise, unalterable sequences (e.g., Bingo, formal relay races, structured board games). High prescriptiveness limits ambiguity, reduces anxiety, provides external ego boundaries, and contains impulsive behavior. Highly indicated in the beginning stage or with hyperactive, disorganized clients.
  • Low Prescriptiveness: Open-ended, flexible activities with minimal predetermined rules (e.g., free-form mural painting, open creative dramatics, unstructured clay sculpting). Low prescriptiveness invites deep emotional projection and creative self-expression, but can trigger overwhelming anxiety or behavioral chaos if introduced prematurely.

2. Controls and Source of Authority

  • External Controls: Authority resides in external rules, a rigid scoring system, a whistle, or the social worker acting as an umpire/referee. External control relieves members of the burden of self-policing and protects vulnerable participants from arbitrary bullying.
  • Internal / Peer Controls: The group itself monitors rules, resolves disputes, and negotiates flow through consensus. Cultivates democratic self-regulation and peer accountability in mature, working-stage groups.

3. Physical Movement (Motoric Demand)

  • High Physical Movement: Gross motor activities requiring running, jumping, catching, and spatial mobility (e.g., active sports, obstacle courses, folk dances). Discharges pent-up somatic hyperarousal, anxiety, and aggressive impulses, bypassing intellectual resistance.
  • Low Physical Movement (Sedentary): Seated, quiet activities demanding fine motor skills or verbal reflection (e.g., values ranking, beadwork, board games, writing). Indicated when emotional grounding, concentration, and deep cognitive processing are required.

4. Competence Requirements (Skill Demand)

  • Motoric and Cognitive Demands: The baseline coordination, physical strength, literacy, and intellectual capacity required to participate successfully.
  • Clinical Principle: An activity must be calibrated so that all members can participate successfully without feeling humiliated. Forcing a client with motor clumsiness or low literacy into a complex, competitive task triggers acute shame (hiya) and defensive withdrawal.

5. Interaction Patterns (Social Pathways)

Activities channel communication into specific social pathways:

  • Parallel Interaction: Members work side-by-side on individual projects with minimal direct interaction (e.g., each member painting their own personal shield). Ideal for the early Preaffiliation stage because it allows members to be together without feeling threatened.
  • Cross-Action / Intermittent Interaction: Members interact alternately or in turn according to established rules (e.g., sungka, passing an object around a circle, structured question-and-answer games).
  • Complementary / Cooperative Interaction: Members have differentiated, interdependent roles working collaboratively toward a single shared goal where no single person can succeed alone (e.g., untangling a human knot, building a group shelter, group mural painting).
  • Team / Competitive Interaction: Subgroups compete against each other in zero-sum contests. Requires high frustration tolerance and established trust; contraindicated in early formation.

Comprehensive Matrix: Vinter's Activity Dimensions

DimensionHigh EndLow EndClinical Indication (High)Clinical Indication (Low)
PrescriptivenessRigid rules, fixed stepsOpen-ended, spontaneousAnxious, impulsive, early-stage groups; ADHD youthCohesive, working-stage groups; insight therapy
ControlsExternal worker/rule authorityInternal group self-directionHighly volatile, disorganized, or young groupsMature groups developing shared self-governance
Physical MovementHeavy gross motor outputSedentary, fine motor focusSomatic tension release, hyperactivity, angerReflective processing, cognitive tasks, elderly groups
Competence DemandComplex skills, high literacyUniversal, simple mechanicsHigh-functioning task forces, skill enhancementDiverse abilities, trauma survivors, beginning stage
Interaction PatternTeam competition / interdependentParallel, side-by-side actionTesting cooperation in mature, cohesive groupsReducing interpersonal threat in beginning stage

3. Principles and Criteria for Activity Selection Across Group Stages

The fundamental clinical rule of program media selection is: The activity must serve the client, never the worker's convenience. Activity selection must be rigorously harmonized with the group's developmental stage, explicit goals, and member biopsychosocial capacities.

┌─────────────────────────────────────────────────────────────────────────────────┐
│                     Program Media Across Group Developmental Stages             │
└─────────────────────────────────────────────────────────────────────────────────┘
          │
          ▼
1. Beginning Stage (Preaffiliation / Forming)
   ├─ Clinical Need: Psychological safety, low threat, anxiety reduction
   ├─ Media Characteristics: High structure, cooperative, non-competitive, parallel
   └─ Recommended Media: Personal Shield, Human Bingo, Name Web, Structured Icebreakers
          │
          ▼
2. Middle Stage (Working / Storming ➔ Norming ➔ Performing)
   ├─ Clinical Need: Tackling conflict, deep self-disclosure, behavioral restructuring
   ├─ Media Characteristics: Moderate-to-high expressive demand, problem-solving focus
   └─ Recommended Media: Role Play, Sociodrama, Mask-Making, Values Clarification
          │
          ▼
3. Ending Stage (Separation / Adjourning)
   ├─ Clinical Need: Synthesizing learning, processing grief, celebrating gains
   ├─ Media Characteristics: Reflective, affirming, ritualized, closure-oriented
   └─ Recommended Media: Group Memory Book, Affirmation Web, Graduation Ceremony, Tokens

Clinical Criteria for Media Selection

  1. Diagnostic Congruence with Group Purpose: In a social skills group for withdrawn children, selecting solitary video gaming is counter-therapeutic; a cooperative board game or paired puppetry directly targets interpersonal interaction.
  2. Developmental and Physical Appropriateness: The activity must match the members' chronological age, emotional maturity, cognitive capabilities, and physical mobility. Subjecting frail elderly clients to fast-paced motor games induces humiliation and physical danger.
  3. Cultural Relevance and Acceptability: Activities must align with local cultural norms, religious sensitivities, and community values. Imposing culturally alien or taboo exercises creates resistance.
  4. Agency Feasibility and Resource Reality: Activities must be realistic regarding space, budget, time limits, and material availability. Elaborate media that exhausts agency finances is unsustainable.

4. Specialized Program Media Typologies and Clinical Applications

Jacob L. Moreno's Socio-Dramatic and Psychodramatic Techniques

Role-playing is one of the most versatile and powerful program media in social group work. Developed by Jacob L. Moreno (the founder of Psychodrama and Sociometry), role playing bridges cognitive understanding and visceral affective experience.

                  ┌─────────────────────────────────────────┐
                  │     Moreno's Socio-Dramatic Media       │
                  └────────────────────┬────────────────────┘
                                       │
         ┌─────────────────────────────┼─────────────────────────────┐
         ▼                             ▼                             ▼
    ROLE REVERSAL                 EMPTY CHAIR                    DOUBLING
  ├─ Swapping roles with        ├─ Placing an empty chair to    ├─ A peer stands behind the
  │  an adversary or partner    │  represent an absent person   │  protagonist and speaks
  ├─ Stepping into other shoes  ├─ Direct emotional address     │  unspoken, suppressed affect
  └─ Generating empathy         └─ Resolving unfinished business └─ Validating hidden emotion

Core Role-Playing Techniques in Group Practice

  • Role Reversal (Pagpapalitan ng Papel): Member A plays Member B (or Member A's abusive parent/boss), while Member B plays Member A. This technique forces the client to step out of egocentric perception, experiencing the situation from the other person's emotional perspective. Highly potent in anger management, marital mediation, and parent-child conflict groups.
  • The Empty Chair (Bakanteng Upuan): Derived from Gestalt therapy and Moreno's psychodrama, a chair is placed in the center of the circle to represent an absent, deceased, or inaccessible significant other (e.g., an abandoning parent, an abuser, or an estranged spouse). The member speaks directly to the chair, discharging repressed feelings (saloobin) and resolving unfinished business.
  • Doubling (Pagpapalabas ng Lihim na Saloobin): Another member or the social worker stands slightly behind the protagonist, adopting their physical posture. When the protagonist struggles to verbalize feelings, the "double" speaks the suppressed inner thoughts, doubts, and fears aloud. The protagonist may accept, modify, or reject the double's words.
  • Mirroring: An auxiliary member re-enacts the protagonist's posture, speech, and gestures while the protagonist sits in the audience observing. This gives the client an objective, external mirror of their behavioral patterns.
  • Soliloquy (Pagsasalita sa Sarili): The protagonist steps aside from the interaction and speaks their private internal monologue aloud, illustrating the hidden conflict between surface compliance and inner distress.

Psychodrama vs. Sociodrama

  • Psychodrama: Focuses on the unique, idiosyncratic, internal psychological conflicts and personal life trauma of an individual member (the protagonist), using other group members as auxiliary egos.
  • Sociodrama: Focuses on a collective, shared group problem, social issue, or community role conflict (e.g., exploring barangay teenage pregnancy, community discrimination against LGBTQ+ individuals, or labor disputes). Sociodrama is less threatening than psychodrama because it depersonalizes conflict into broader social roles.

Expressive Arts and Creative Projective Media

  • Clay Modeling and Tactile Sculpting: Clay engages kinesthetic and tactile sensory pathways. For survivors of severe trauma or hyperactive children, pounding, squeezing, and molding clay grounds somatic hyperarousal. Sculpting one's family or current emotional state externalizes internal conflicts in concrete three-dimensional form.
  • Mask-Making (Paggawa ng Maskara): Members construct two-sided masks using paper plates or plaster: the outside of the mask depicts the public persona (ang nakikita ng iba), while the inside depicts private, hidden vulnerabilities (ang tunay na nararamdaman). Fosters deep self-disclosure in middle-stage working groups.
  • The Life Coat of Arms / Personal Shield: A structured drawing activity divided into quadrants (e.g., my greatest achievement, my biggest life obstacle, my secret dream, the values I stand for). Highly effective in the beginning stage to facilitate low-threat self-introduction.

Values Clarification Exercises

Originally formulated by Louis Raths, Merrill Harmin, and Sidney Simon, values clarification assists clients in examining unexamined moral assumptions, prioritizing personal beliefs, and aligning behavior with core values:

  • Rank-Ordering: Members individually rank a list of competing values, priorities, or behavioral choices (e.g., ranking money, family honor, personal freedom, loyalty to friends, and spiritual faith), followed by vigorous group debate.
  • Forced-Choice Dilemmas (e.g., The Life Raft Dilemma): Members must collaboratively decide who survives an imaginary crisis with limited resources. Stimulates the Dialectical Journey, exposing personal ethics, prejudices, and decision-making styles.
  • Unfinished Sentences: Using structured sentence stems ("Ang pinakakinatatakutan ko sa aking pamilya ay..." or "Pakiramdam ko ay ligtas ako kapag...") to catalyze rapid, uncensored affective disclosures.

5. Philippine Cultural Adaptation: Integrating Larong Lahi and Folk Traditions

In Philippine social work, uncritically importing Western board games or commercial activities can alienate grassroots clients. Incorporating indigenous Philippine games (larong lahi) and cultural expressive traditions grounds group work in the lived realities of Filipino communities.

┌─────────────────────────────────────────────────────────────────────────────────┐
│                     Philippine Cultural Program Media                           │
└─────────────────────────────────────────────────────────────────────────────────┘
          │
          ├─ SUNGKA: Turn-taking, patience, impulse control, mathematical strategy
          │
          ├─ PATINTERO: Team collaboration, boundary defense, strategic agility
          │
          ├─ TUMBANG PRESO: Individual courage, group rescue, peer solidarity
          │
          ├─ DULA-DULAAN: Grassroots socio-drama reflecting family & community realities
          │
          └─ HANDICRAFT / WEAVING: Communal craft-making, patience, economic dignity

Clinical Adaptation of Indigenous Media

  1. Sungka (Therapeutic Turn-Taking & Frustration Tolerance):
    • Structure: A traditional turn-taking game played with small shells on a carved wooden board.
    • Clinical Utility: Excellent for impulsive, easily frustrated children or adolescents. The game demands quiet focus, mathematical calculation, delayed gratification, and respectful waiting for one's turn without verbal aggression.
  2. Patintero (Modified Cooperative Team Defense):
    • Structure: Two teams compete—passers and taggers—along chalked gridlines.
    • Clinical Utility: When modified by the social worker to emphasize cooperative communication rather than aggressive elimination, patintero teaches youth how to read non-verbal cues (pakikiramdam), coordinate collective defense, and hold interpersonal boundaries.
  3. Tumbang Preso (Solidarity and Rescue):
    • Structure: A slipper (pamato) is thrown to knock down an empty tin can guarded by the "it" (taya).
    • Clinical Utility: Fosters courage and mutual rescue; peers risk exposure to retrieve their slippers and liberate fallen teammates, demonstrating tangible loyalty and collective protection.
  4. Dula-Dulaan (Grassroots Community Socio-Drama):
    • Structure: Spontaneous skits based on familiar community folklore, telenovela tropes, or neighborhood crises.
    • Clinical Utility: Provides a culturally comfortable, humor-infused container where Filipino clients can parody community oppressors, explore domestic tensions, and rehearse solutions without the paralyzing fear of hiya.
  5. Communal Craft-Making (Paggawa ng Basahan o Paghahabi):
    • Structure: Group rug-making, beadwork, or weaving.
    • Clinical Utility: Widely used in DSWD Haven for Women and community solo parent associations. The rhythmic, repetitive physical motion calms trauma-induced autonomic nervous system arousal, while the informal atmosphere fosters spontaneous kuwentuhan (storytelling) and mutual aid.

6. Program Media Activity Design Template for Practice II

Field instruction interns and licensure examinees must know how to structure an activity design proposal for clinical group work:

┌─────────────────────────────────────────────────────────────────────────────────┐
│            Social Group Work Activity Design Template (Practice II)             │
└─────────────────────────────────────────────────────────────────────────────────┘
1. Activity Title: [Catchy, culturally appealing, and non-stigmatizing name]
2. Target Group & Stage: [e.g., CICL in Bahay Pag-asa, Working Stage (Norming/Performing)]
3. Primary Therapeutic Objectives:
   ├─ Cognitive: [e.g., Identify cognitive triggers for aggressive outbursts]
   ├─ Affective: [e.g., Ventilate feelings of rejection without destructive acting out]
   └─ Behavioral: [e.g., Rehearse two assertive de-escalation communication techniques]
4. Analysis of Vinter's Dimensions:
   ├─ Prescriptiveness: [High / Moderate / Low structure and rules]
   ├─ Source of Control: [Worker-directed / Rules / Peer-negotiated]
   ├─ Physical Movement: [Gross motor / Fine motor / Sedentary]
   ├─ Competence Demands: [Skill prerequisites, literacy adaptations]
   └─ Interaction Pattern: [Parallel / Cross-action / Complementary / Team]
5. Materials and Logistics: [Itemized supplies, cost estimate, room arrangement, safety]
6. Time Frame: [Total duration, e.g., 60 minutes broken down into steps]
7. Step-by-Step Procedure:
   ├─ Phase 1: Priming & Orientation (5 mins) - Explaining rules & safety covenant
   ├─ Phase 2: Activity Execution (25 mins) - Carrying out the experiential task
   └─ Phase 3: Structured Processing & Debriefing (30 mins) - The core clinical work
8. Processing Questions (The 3-Tier Funnel):
   ├─ WHAT? (Descriptive): "What happened during the activity? What did you notice?"
   ├─ SO WHAT? (Interpretive): "How did you feel when you got stuck? What did it mean?"
   └─ NOW WHAT? (Generalization): "How does this connect to your life at home or school?"

7. Concrete Practice Scenario: Designing Stage-Appropriate Program Media

Clinical Field Scenario

A licensed social worker at a DSWD Regional Rehabilitation Center for Youth (RRCY) is assigned to handle an intake group of eight newly admitted male youth (ages 15–17) in conflict with the law (CICL). The boys exhibit high hostility, extreme distrust of authority, and gang rivalries. Several carry trauma from police brutality.

The agency intern suggests conducting an open, unstructured "Hot Seat Confrontation" where each boy must sit in the center and verbally confess their criminal acts to the group. The supervising social worker firmly rejects this proposal.

Worker Clinical Analysis and Redesign

  1. Critique of Intern's Proposal: Forcing newly admitted, traumatized, and gang-affiliated adolescents into an unstructured, highly vulnerable verbal confession in Session 1 violates fundamental group work principles. It demands high emotional exposure in the Preaffiliation stage, which triggers acute resistance, violent defensiveness, or false compliance.
  2. Diagnostic Media Selection: The social worker designs a two-part activity rooted in Vinter's structural dimensions:
    • Part 1: The "Personal Shield" (Low-Threat, High-Structure Expressive Art): Each boy receives a large cardboard shield divided into four quadrants. Using markers and magazine clippings, they draw or paste symbols representing: (1) My favorite street skill or talent; (2) A person who truly cared for me; (3) The biggest lie people believe about my neighborhood; and (4) One goal I will achieve when I leave this center. This structured, individual task provides external ego boundaries, avoids forced criminal confession, and focuses on strengths.
    • Part 2: Cooperative Team Challenge (The "Helium Stick" / Bamboo Rod Challenge): The eight boys must balance a long, lightweight bamboo stick across their index fingers and lower it to the floor without anyone losing contact with the stick. If anyone loses finger contact, the group restarts.
  3. Clinical Processing & Outcomes: Inevitably, the stick rises initially as members blame one another. The worker uses scanning and prompts the boys to pause: "Kapag nagsisisihan tayo, pataas ang takbo ng kawayan. Paano natin ibababa ito nang sabay-sabay?" The boys establish a non-verbal rhythm (pakikiramdam), whisper instructions, and successfully lower the rod together. The exercise tangibly demonstrates that gang hostility produces failure, whereas collaborative coordination (pakikipagkapwa) achieves success.
Loading diagram...
Structural Dimensions of Program Media & Selection Matrix
Test Your Knowledge

A social group worker is designing the first session for an intake group of seven shy, anxious adolescent girls referred for truancy and social isolation at a community youth center. Which of the following program media activities is most clinically indicated for this beginning stage of group development?

A
B
C
D
Test Your Knowledge

A social worker facilitates a group of out-of-school youth who frequently engage in street gambling and petty theft. The worker introduces a structured Values Clarification exercise ('The Life Raft Dilemma') requiring the group to debate and reach consensus on which six passengers out of ten will be saved from a sinking ship. What is the primary therapeutic rationale for employing values clarification with this population?

A
B
C
D
Test Your Knowledge

In a substance abuse rehabilitation center, a social worker facilitating a working-stage group for recovering young adults observes that a resident constantly minimizes the emotional devastation his addiction inflicted on his elderly mother, insisting she was entirely unaffected. The worker wants the resident to develop deep empathy and insight into his mother's suffering. Which role-playing technique formulated by Jacob Moreno is most effective?

A
B
C
D
Test Your Knowledge

According to Robert Vinter's structural analysis of program media, which interaction pattern is characterized by group members engaging in differentiated, interdependent sub-tasks that must be integrated collaboratively to achieve a single shared product?

A
B
C
D