Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (Paperback)
暫譯: 遊戲風暴:創新者、破壞者與變革者的實用手冊 (平裝本)
Dave Gray, Sunni Brown, James Macanufo
- 出版商: O'Reilly
- 出版日期: 2010-08-31
- 定價: $1,300
- 售價: 9.0 折 $1,170
- 語言: 英文
- 頁數: 290
- 裝訂: Paperback
- ISBN: 0596804172
- ISBN-13: 9780596804176
-
相關分類:
Maker、Storm
-
相關翻譯:
革新遊戲 | Gamestorming (Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers) (繁中版)
立即出貨 (庫存=1)
買這商品的人也買了...
-
$1,952Innovation Happens Elsewhere: Open Source as Business Strategy (Hardcover)
-
$1,400Innovative Cryptography, 2/e (Paperback)
-
$2,030$1,929 -
$580$458 -
$413The Myths of Innovation (Hardcover)
-
$390$332 -
$520$442 -
$1,925$1,829 -
$520$411 -
$820$648 -
$750$495 -
$1,488Agile Game Development with Scrum (Paperback)
-
$399Flash Advertising: Flash Platform Development of Microsites, Advergames and Branded Applications (Paperback)
-
$990Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines (Paperback)
-
$399Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Games (Paperback)
-
$780$616 -
$600$510 -
$950$751 -
$580$458 -
$450$351 -
$620$608 -
$403游戲設計的 100個原理
-
$400$316 -
$360$306 -
$380$323
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)
偉大的事情不會在真空中發生。然而,創造一個促進創意思考和創新的環境可能是一項艱鉅的挑戰。你如何能在你的公司中實現這一點?答案可能會讓你驚訝:遊戲風暴(gamestorming)。
本書包含超過80個遊戲,幫助你打破障礙、改善溝通,並產生新的想法、見解和策略。作者從一些世界上最具創新性的專業人士那裡識別出工具和技術,他們的團隊合作並實現偉大的事情。本書就是這樣的結果: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的結構和清晰度。了解為什麼以及如何使用遊戲風暴。
- 通過以團隊為導向的遊戲克服衝突並增加參與感
- 利用視覺思考技術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改善理解
- 生成更好的想法,並且比以往更快地產生更多想法
- 縮短會議並提高其生產力
- 模擬和探索複雜的系統、互動和動態
- 識別問題的根本原因,並找到指向解決方案的路徑
從遊戲風暴中玩一個遊戲
我們的本能是玩遊戲。我們為了樂趣而玩。我們在社交互動中玩。我們在工作中玩。最後一個有點棘手。“遊戲”和“工作”似乎不是自然的搭配。它們在工作場所的結合要麼暗示著玩樂(有趣的變體),要麼是辦公室政治(不那麼有趣的類型)。
遊戲風暴的作者有不同的看法。他們主張,擁抱和理解遊戲機制可以在許多工作環境中帶來好處,特別是在舊的層級模型不再適用的環境中,例如當今尖端行業的創意驅動知識工作。
以下是遊戲風暴中介紹的83個遊戲之一:
電梯簡報遊戲
遊戲目標:在產品開發中經過時間考驗的練習同樣適用於開發任何新想法:撰寫電梯簡報。在開發和傳達某個願景時,無論是新服務、公司範圍的倡議,還是值得傳播的好想法,團隊都會從撰寫電梯簡報的練習中受益。
這通常是開發新想法中最困難的事情。電梯簡報必須足夠簡短,以便在虛構的電梯乘坐中傳達,但同時也必須包含對你所解決的問題、你將為誰解決這個問題以及一個使其與其他想法區別開來的關鍵好處的引人注目的描述。
玩家人數:可以單獨進行,也可以與小型工作組一起進行
遊戲持續時間:整個練習至少需要90分鐘,並考慮在初步想法生成完成後進行短暫休息,然後再優先考慮和塑造簡報本身。小型工作組將更容易達成最終簡報;在某些情況下,可能需要指定一個人負責在大型決策完成後對最終措辭進行跟進。
如何進行:進行這個練習包括生成和形成兩個階段。為了設置生成階段,依次在翻轉圖表上寫下這些標題:
- 目標客戶是誰?
- 客戶需求是什麼?
- 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?
- 競爭對手是誰或什麼?
- 產品的獨特區別是什麼?
這些將成為電梯簡報的要素。它們的順序遵循以下公式。
為了完成設置,解釋這些要素及其相互之間的聯繫:
- 目標客戶和客戶需求看似簡單:任何相對好的想法或產品可能會有許多潛在客戶並滿足更多需求。在生成階段,所有這些都是受歡迎的想法。
- 提前確定產品名稱是有幫助的——這將有助於限制對話的範圍,並使參與者專注於“簡報是關於什麼”。然而,在練習過程中,可能會產生與產品名稱相關的有用想法,因此可以保留解釋的空間。
- 市場類別應該是對想法或產品類型的易於理解的描述。它可能聽起來像“員工入口網站”或“培訓計劃”或“點對點社區”。這個類別為目標客戶提供了一個重要的參考框架,從中他們將進行比較並感知價值。
- 關鍵好處將是團隊在最終簡報中塑造的最困難的領域之一。這是目標客戶購買這個想法的最有說服力的理由。在電梯簡報中,沒有時間用多個好處來混淆問題——只能有一個令人難忘的“為什麼要購買”的理由。然而,在生成階段,所有想法都是受歡迎的。
- 競爭對手和獨特區別為簡報畫上了最後的標點。目標客戶將把這個想法與誰或什麼進行比較,這個想法有什麼獨特之處?在某些情況下,競爭對手可能實際上是另一家公司或產品。在其他情況下,可能是“現有的培訓計劃”或“我們上次嘗試大型變革倡議的時候”。獨特區別應該正是如此:對這個想法或方法是獨特的,並且在與競爭對手的比較中有所區別。
生成階段
一旦理解了這些要素,參與者在每個標題下的便利貼上集思廣益。起初,他們應該自由生成,無需討論或分析,任何符合類別的想法。使用Post-Up技術,參與者將他們的便條貼到翻轉圖表上並分享他們的想法。
接下來,團隊可以討論他們在當前簡報中遇到的最大困難。對於獨特區別,我們是否對競爭對手了解足夠?我們是否對目標客戶達成共識?我們的市場類別是否已定義,還是我們試圖定義一些新的東西?我們需要集中在哪裡?
在進入形成階段之前,團隊可以使用點投票、親和圖或其他方法來優先考慮和篩選他們在每個類別中的想法。
形成階段
在討論和反思簡報可能的要素後,團隊接下來的任務是“嘗試”一些可能性。這可以通過分成小組、成對或個人進行,具體取決於大組的大小。每個小組的任務是根據翻轉圖表上的想法撰寫一個電梯簡報。
在設定的時間內(15分鐘可能足夠),小組重新聚集並展示他們的簡報草稿版本。團隊可以選擇在聆聽簡報時角色扮演目標客戶,並對演講者提出評論或問題。
當團隊對簡報應該包含什麼和不應該包含什麼有明確的方向時,練習就完成了。一個潛在的結果是為不同的目標客戶製作不同的簡報;你可以指導團隊在形成階段專注於這一點。
策略
不要期望在大組中達成最終措辭。如果你能達到這個完成程度,那是一項成就,但這不是關鍵,並且可以在練習後進行調整。重要的是團隊決定什麼是簡報的一部分,什麼不是。
角色扮演是測試簡報的最快方法。假設客戶的角色(或讓一些真實的客戶參加練習)將有助於過濾掉可能干擾清晰簡報的行話和空洞術語。如果簡報真的令人信服且有說服力,參與者應該不會有問題讓它在客戶面前變得真實。
電梯簡報,或稱電梯演講,是風險投資社區的傳統主食,基於這樣的想法:如果你在推銷一個商業想法,它應該足夠簡單,以便在短暫的電梯乘坐中傳達。