Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (Paperback)
Dave Gray, Sunni Brown, James Macanufo
- 出版商: O'Reilly
- 出版日期: 2010-08-31
- 定價: $1,300
- 售價: 9.5 折 $1,235
- 貴賓價: 9.0 折 $1,170
- 語言: 英文
- 頁數: 290
- 裝訂: Paperback
- ISBN: 0596804172
- ISBN-13: 9780596804176
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相關分類:
Maker、Storm
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相關翻譯:
革新遊戲 | Gamestorming (Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers) (繁中版)
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相關主題
商品描述
Great things don’t happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.
This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world’s most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.
- Overcome conflict and increase engagement with team-oriented games
- Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques
- Improve understanding by role-playing customer and user experiences
- Generate better ideas and more of them, faster than ever before
- Shorten meetings and make them more productive
- Simulate and explore complex systems, interactions, and dynamics
- Identify a problem’s root cause, and find the paths that point toward a solution
We're hardwired to play games. We play them for fun. We play them in our social interactions. We play them at work. That last one is tricky. "Games" and "work" don't seem like a natural pairing. Their coupling in the workplace either implies goofing off (the fun variant) or office politics (the not-so-fun type).
The authors of Gamestorming, have a different perspective. They contend that an embrace and understanding of game mechanics can yield benefits in many work environments, particularly those where old hierarchical models are no longer applicable, like the creatively driven knowledge work of today’s cutting edge industries.
Here is one of the 83 games featured in Gamestorming:
The ELEVATOR PITCH Game
OBJECTIVE OF PLAY: What has been a time-proven exercise in product development applies equally well in developing any new idea: writing the elevator pitch. When developing and communicating a vision for something, whether it’s a new service, a company-wide initiative, or just a good idea that merits spreading, a group will benefit from going through the exercise of writing their elevator pitch.
Often this is the hardest thing to do in developing a new idea. An elevator pitch must be short enough to deliver in a fictional elevator ride but also contain a compelling description of the problem you’re solving, who you’ll solve it for, and one key benefit that distinguishes it from other ideas.
NUMBER OF PLAYERS: Can be done individually, or with a small working group
DURATION OF PLAY: Save at least 90 minutes for the entire exercise, and consider a short break after the initial idea generation is complete before prioritizing and shaping the pitch itself. Small working groups will have an easier time coming to a final pitch; in some cases it may be necessary to assign one person with follow-up accountability for the final wording after the large decisions have been made in the exercise.
HOW TO PLAY: Going through the exercise involves both a generating and a formative phase. To set up the generating phase, write these headers in sequence on flip charts:
- Who is the target customer?
- What is the customer need?
- What is the product name?
- What is its market category?
- What is its key benefit?
- Who or what is the competition?
- What is the product’s unique differentiator?
To finish the setup, explain the elements and their connection to each other:
- The target customer and customer need are deceptively simple: any relatively good idea or product will likely have many potential customers and address a greater number of needs. In the generative phase, all of these are welcome ideas.
- It is helpful to fix the product name in advance--this will help contain the scope of the conversation and focus the participants on “what” the pitch is about. It is not outside the realm of possibility, however, that useful ideas will be generated in the course of the exercise that relate to the product name, so it may be left open to interpretation.
- The market category should be an easily understood description of the type of idea or product. It may sound like “employee portal” or “training program” or “peer-to-peer community.” The category gives an important frame of reference for the target customer, from which they will base comparisons and perceive value.
- The key benefit will be one of the hardest areas for the group to shape in the final pitch. This is the single most compelling reason a target customer would buy into the idea. In an elevator pitch, there is no time to confuse the matter with multiple benefits--there can be only one memorable reason “why to buy.” However, in the generative phase, all ideas are welcome.
- The competition and unique differentiator put the final punctuation on the pitch. Who or what will the target customer compare this idea to, and what’s unique about this idea? In some cases, the competition may literally be another firm or product. In other cases, it may be “the existing training program” or “the last time we tried a big change initiative.” The unique differentiator should be just that: unique to this idea or approach, in a way that distinguishes it in comparison to the competition.
The Generating Phase
Once the elements are understood, participants brainstorm ideas on sticky notes that fit under each header. At first, they should generate freely, without discussion or analysis, any ideas that fit into any of the categories. Using the Post-Up technique, participants put their notes onto the flip charts and share their ideas.
Next, the group may discuss areas where they have the most trouble on their current pitch. Do we know enough about the competition to claim a unique differentiator? Do we agree on a target customer? Is our market category defined, or are we trying to define something new? Where do we need to focus?
Before stepping into the formative phase, the group may use dot voting, affinity mapping, or another method to prioritize and cull their ideas in each category.
The Formative Phase
Following a discussion and reflection on the possible elements of a pitch, the group then has the task of “trying out” some possibilities. This may be done by breaking into small groups, as pairs, or as individuals, depending on the size of the larger group. Each group is given the task of writing an elevator pitch, based on the ideas on the flip charts.
After a set amount of time (15 minutes may be sufficient), the groups reconvene and present their draft versions of the pitch. The group may choose to role-play as a target customer while listening to the pitch, and comment or ask questions of the presenters.
The exercise is complete when there is a strong direction among the group on what the pitch should and should not contain. One potential outcome is the crafting of distinct pitches for different target customers; you may direct the group to focus on this during the formative stage.
STRATEGY
Don’t aim for final wording with a large group. It’s an achievement if you can get to that level of completion, but it’s not critical and can be shaped after the exercise. What is important is that the group decides what is and is not a part of the pitch.
Role play is the fastest way to test a pitch. Assuming the role of a customer (or getting some real customers to participate in the exercise) will help filter out the jargon and empty terms that may interfere with a clear pitch. If the pitch is truly believable and compelling, participants should have no problem making it real with customers.
The elevator pitch, or elevator speech, is a traditional staple of the venture capital community, based on the idea that if you are pitching a business idea it should be simple enough to convey on a short elevator ride.
商品描述(中文翻譯)
在真空中不會發生偉大的事情。但是創造一個有利於創造性思維和創新的環境可能是一個艱巨的挑戰。你如何在你的公司實現這一點?答案可能會讓你驚訝:遊戲策劃。
這本書包含了80多個遊戲,幫助你打破障礙,更好地溝通,並產生新的想法、洞察力和策略。作者們從一些世界上最具創新性的專業人士那裡找到了工具和技巧,他們的團隊合作並創造了偉大的事物。這本書就是結果:一個獨特的遊戲集合,鼓勵參與和創造力,同時為工作場所帶來更多結構和清晰度。通過《遊戲策劃》找出為什麼以及如何實現。
- 通過團隊導向的遊戲克服衝突並增加參與度
- 通過視覺思維技巧改善跨學科團隊的協作和溝通
- 通過角色扮演客戶和用戶體驗來提高理解力
- 比以往更快地生成更好的想法
- 縮短會議時間並提高生產力
- 模擬和探索複雜的系統、互動和動態
- 確定問題的根本原因,找到指向解決方案的途徑
從《遊戲策劃》中玩一個遊戲
我們天生喜歡玩遊戲。我們玩遊戲是為了樂趣。我們在社交互動中玩遊戲。我們在工作中玩遊戲。最後一個有點棘手。在工作場所,"遊戲"和"工作"似乎不是一個自然的組合。它們在工作場所的結合要麼意味著閒逛(有趣的變體),要麼意味著辦公室政治(不太有趣的類型)。
《遊戲策劃》的作者有不同的觀點。他們認為,對遊戲機制的接受和理解可以在許多工作環境中產生好處,特別是那些舊的階層模型不再適用的地方,比如當今尖端行業的創造性知識工作。
這是《遊戲策劃》中的83個遊戲之一:
電梯演講遊戲
遊戲目標:在產品開發中經過時間驗證的練習同樣適用於開發任何新想法:撰寫電梯演講。當開發和傳達某個事物的願景時,無論是一項新服務、一個公司廣泛的倡議還是值得傳播的好點子,團隊通過進行電梯演講的練習都會受益。
在開發新想法時,這通常是最難做的事情。電梯演講必須足夠簡短,可以在虛構的電梯乘車時間內傳遞,同時包含對你正在解決的問題的引人入勝的描述,以及你將為誰解決問題和一個與其他想法有所區別的關鍵好處。
遊戲人數:可以個人完成,也可以與小型工作小組一起進行。
遊戲時間:至少保留90分鐘進行整個練習,並在初始想法生成完成後考慮短暫休息,然後再對演講進行優先排序和塑造。小型工作小組在最終演講方面會更容易達成共識;在某些情況下,可能需要指派一個人在練習中做出重大決策後負責最終措辭。
遊戲規則:進行這個練習涉及到生成和形成兩個階段。為了設置生成階段,在翻轉圖表上按順序寫下以下標題:
- 目標客戶是誰?
- 客戶需要什麼?
- 產品名稱是什麼?
- 它的市場類別是什麼?
- 它的關鍵好處是什麼?
- 競爭對手是誰或是什麼?
- 產品的獨特區別是什麼?