Sleight of mouth

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.[1] Others, such as Steve and Connirae Andreas, have added even more patterns beyond these original 14.[2]

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.

Contents

Beliefs

Ultimately, Sleight of Mouth focuses on influence by challenging, and thus changing, beliefs.

Normally, a belief is simply something that you believe, like "I believe there is a God." However, in Sleight of Mouth the concept of belief is built on a more specific set of definitions, as follows:

In this context, a belief relates something abstract, like a value ('love'), to an experience ('arriving on time'). Complex Equivalence and Cause-Effect can be seen in the following two examples, respectively.

Patterns

A brief description of the key patterns appears below. However, most of the understanding will follow from working through examples, and seeing how these are applied.

Example Sets

You're late again, which means you don't love me.

I am not going to do that—I am not that kind of person!

Notes and references

  1. ^ a b Dilts, Robert (1999). Sleight of Mouth: The Magic of Conversational Belief Change. ISBN 0-916990-43-5
  2. ^ Andreas, Connirae (1992). Advanced Language Patterns.
  3. ^ Plazo, Dr. Joseph R., (2003) "Maximum Influence Advantage." pp.59-62 ISBN 141963898X
  4. ^ Cleveland, Kenrick,. (2000) "Maximum Persuasion."

Further reading

See also

External links