As someone who would build many organizations someday, I need to know how to make an ideal group. I were to envision an ideal group, it would be flexible. Not just flexible, but THIS FLEXIBLE:
Communication Flexible - There will be different non-verbal gestures and hand signs for every important conversation thing so those who are speaking can adjust themselves without being interrupted. The hand signs and gestures will be discussed and chosen prior to the discussion. However, the speaker doesn't need to adjust instantly or actually follow those gestures, they just need to consider them. For example, there will be a hand gesture for "too fast" and the opposite hand gesture would be used for "too slow". The speaker can choose to slow down when they see someone doing the "too fast" gesture and vice-versa. There would be a hand gesture for "too loud" and another for "too quiet". There would be a hand gesture for "what did you say?" which would be more dramatic and bigger than other hand gestures. Finally, there are hand gestures that the speaker can use if they want to reply "affirmative" and "negative" to those hand gestures while they are speaking. It's purely optional for the speaker to respond to the other people's hand gestures, they can just ignore them if they want, but they might have to answer to those they ignored after their speech. Members can always remove or add new hand gestures before or after the activities.
Furthermore, Communication Flexible means anyone can use any medium to speak and reply to messages of other people. If they don't want to speak verbally, then they can send or show their messages through printed or digital media, or have other people say their message for them, without being ostracized or shamed for it.
Activity Flexible - All members can criticize and remove existing planned activities, and they can also suggest and add new ones, as long as other members agree with it. No suggestion shall be dismissed without any explanation. Activities that involve unconventional or unpredictable methods are also encouraged, as long as it contributes to the fulfillment of the goals of the group and does not harm anyone.
Contribution Flexible - Any member can volunteer for an existing role or a role they created for themselves within the group. They can also change roles whenever they want as long as their previous role isn't an essential role. When claiming a new role, they do not have to always declare it or be formal about it, so when Bob decides to bring cupcakes for everyone every time the group gathers, then he doesn't have to sign papers, he simply has to do it. Thus, anyone can freely contribute anything to the group and take on the roles they want whenever they like. For example, Mary may decide to ensure that anyone in the group gets heard so she would always bring them to spotlight when they're being dismissed. Dave may decide to be the one who helps clarify and understand conflicts within group members. John may decide to the one optimizing the activities of the group for optimal performance. Pablo may decide to be the one who ensures that everyone is healthy and taken care of.
Knowledge Flexible - Anyone can request a tutor to anyone in the group, but doing so will make them obligated to also become a tutor to someone else in the group. When exchanging roles, members can freely teach each other about how to be successful in their new role. When all members are lacking knowledge, they do not have to settle for their current knowledge, they can also work together to acquire new knowledge that would help achieve the goals of the group. There will be a list of those who are looking for tutors and those who volunteer to be a tutor, and anyone can freely access this list.
Structure Flexible - Anyone can freely question and criticize the existing structure of the group. They are also encouraged to suggest new structures or hierarchies as long as it would help the group achieve its goals faster. The same goes for the routines and processes of the group; anyone can question, make modification suggestions to existing ones, or create an entirely new routine. Thus, the group becomes an ever changing and evolving entity that can adapt to the changing demands of the world.
The world needs to be disrupted from time to time so that humans may gain opportunities to question their ways and be forced to think about their lives. Maybe not, maybe I just want to entertain myself by unleashing controlled chaos to the world!
Individual Chaos - Paying a person to wear interesting outfits to school, work, and other public spaces. Interviewing strangers, paying them to talk to other strangers, matchmaking strangers, and pranking strangers.
Group Chaos - Organizing a group to wear interesting outfits and do flash dance in public space, while urging others to join their flash dance. Groups inviting strangers to join their feast, games, and vacations.
Structural Chaos - Setting up hilarious and creative booths in public spaces. Creating new facilities and buildings for the sole purpose of unleashing chaos. Making artistic stuff around public spaces that feels so absurd and strange yet beautiful.
Competitive Chaos - Creating new hilarious competitions that have never existed before, all participants would be rewarded but the winners would be rewarded more. These competions would be recorded and published online for anyone to watch.
Online Chaos - Making an online platform where anyone can systematically participate and join different chaos activities, lead their own chaos chapter in their community, take on different chaos roles, and address any lawsuits that may arise.
Infectious Chaos - Starting a large-scale social game where few original players can infect other strangers and turn them to their teammates. They would explain to those strangers that they get rewarded the more people their team infects, and those that they infect can also infect other people too and be rewarded for it. Every infected player will be rewarded depending on how many they have infected. The teams who infected more people than other teams will get an extra reward depending on their infection rankings. The game stops after a day or until the first accident happens because of it.