Gamestorming a playbook for innovators, rulebreakers, and changemakers
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, com...
Otros Autores: | , , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Sebastopol :
O'Reilly
[2010]
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628316706719 |
Tabla de Contenidos:
- Contents; Foreword; Preface; Chapter 1. What Is a Game?; The Evolution of the Game World; The Game of Business; Fuzzy Goals; Game Design; Chapter 2. 10 Essentials for Gamestorming; 1. Opening and Closing; 2. Fire Starting; 3. Artifacts; 4. Node Generation; 5. Meaningful Space; 6. Sketching and Model Making; 7. Randomness, Reversal, and Reframing; 8. Improvisation; 9. Selection; 10. Try Something New; Chapter 3. Core Gamestorming Skills; Asking Questions; Creating Artifacts and Meaningful Space; Employing Visual Language; Improvisation; Practice; Chapter 4. Core Games; The 7Ps Framework
- Affinity MapBodystorming; Card Sort; Dot Voting; Empathy Map; Forced Ranking; Post-Up; Storyboard; WhoDo; Chapter 5. Games for Opening; 3-12-3 Brainstorm; The Anti-Problem; Brainwriting; Context Map; Cover Story; Draw the Problem; Fishbowl; Forced Analogy; Graphic Jam; Heuristic Ideation Technique; History Map; Image-ination; Low-Tech Social Network; Mission Impossible; Object Brainstorm; Pecha Kucha/Ignite; Pie Chart Agenda; Poster Session; Pre-Mortem; Show and Tell; Show Me Your Values; Stakeholder Analysis; Spectrum Mapping; Trading Cards; Visual Agenda; Welcome to My World
- Chapter 6. Games for ExploringThe 4Cs; The 5 Whys; Affinity Map; Atomize; The Blind Side; Build the Checklist; Business Model Canvas; Button; Campfire; Challenge Cards; Customer, Employee, Shareholder; Design the Box; Do, Redo & Undo; Elevator Pitch; Five-Fingered Consensus; Flip It; Force Field Analysis; Give-and-Take Matrix; Heart, Hand, Mind; Help Me Understand; Make a World; Mood Board; Open Space; Pain-Gain Map; The Pitch; Product Pinocchio; Post the Path; RACI Matrix; Red:Green Cards; Speedboat; SQUID; Staple Yourself to Something; SWOT Analysis; Synesthesia; Talking Chips
- Understanding ChainValue Mapping; The Virtuous Cycle; Visual Glossary; Wizard of Oz; The World Café; Chapter 7. Games for Closing; 100 Test; 20/20 Vision; Ethos, Logos, Pathos; Graphic Gameplan; Impact & Effort Matrix; Memory Wall; NUF Test; Plus/Delta; Prune the Future; Start, Stop, Continue; Who/What/When Matrix; Chapter 8. Putting Gamestorming to Work; Imagine a World: The Betacup Story; Game 1: Poster Session; Game 2: Go for a Walk; Game 3: Make Something Tangible; Game 4: Bodystorming; Gamestorming Results; Index; Acknowledgments; About the Authors; Colophon