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GAMESTORMING. A PLAYBOOK FOR INNOVATORS, RULEBREAKERS, AND CHANGEMAKERS
Título:
GAMESTORMING. A PLAYBOOK FOR INNOVATORS, RULEBREAKERS, AND CHANGEMAKERS
Subtítulo:
Autor:
GRAY, D
Editorial:
O´REILLY
Año de edición:
2010
Materia
INFORMATICA EMPRESARIAL
ISBN:
978-0-596-80417-6
Páginas:
290
29,95 €

 

Sinopsis

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



Table of Contents
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 Map
Bodystorming
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 Exploring
The 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 Chain
Value 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
Appendix Acknowledgements
Colophon