Produktbeschreibung
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
Inhaltsverzeichnis
; Dedication; Foreword; Preface; Chapter 1: What Is a Game?; 1.1 The Evolution
of the Game World; 1.2 The Game of Business; 1.3 Fuzzy Goals; 1.4 Game Design;
Chapter 2: 10 Essentials for Gamestorming; 2.1 1. Opening and Closing; 2.2 2.
Fire Starting; 2.3 3. Artifacts; 2.4 4. Node Generation; 2.5 5. Meaningful
Space; 2.6 6. Sketching and Model Making; 2.7 7. Randomness, Reversal, and
Reframing; 2.8 8. Improvisation; 2.9 9. Selection; 2.10 10. Try Something New;
Chapter 3: Core Gamestorming Skills; 3.1 Asking Questions; 3.2 Creating
Artifacts and Meaningful Space; 3.3 Employing Visual Language; 3.4
Improvisation; 3.5 Practice; Chapter 4: Core Games; 4.1 The 7Ps Framework; 4.2
Affinity Map; 4.3 Bodystorming; 4.4 Card Sort; 4.5 Dot Voting; 4.6 Empathy Map;
4.7 Forced Ranking; 4.8 Post-Up; 4.9 Storyboard; 4.10 WhoDo; Chapter 5: Games
for Opening; 5.1 3-12-3 Brainstorm; 5.2 The Anti-Problem; 5.3 Brainwriting; 5.4
Context Map; 5.5 Cover Story; 5.6 Draw the Problem; 5.7 Fishbowl; 5.8 Forced
Analogy; 5.9 Graphic Jam; 5.10 Heuristic Ideation Technique; 5.11 History Map;
5.12 Image-ination; 5.13 Low-Tech Social Network; 5.14 Mission Impossible; 5.15
Object Brainstorm; 5.16 Pecha Kucha/Ignite; 5.17 Pie Chart Agenda; 5.18 Poster
Session; 5.19 Pre-Mortem; 5.20 Show and Tell; 5.21 Show Me Your Values; 5.22
Stakeholder Analysis; 5.23 Spectrum Mapping; 5.24 Trading Cards; 5.25 Visual
Agenda; 5.26 Welcome to My World; Chapter 6: Games for Exploring; 6.1 The 4Cs;
6.2 The 5 Whys; 6.3 Affinity Map; 6.4 Atomize; 6.5 The Blind Side; 6.6 Build the
Checklist; 6.7 Business Model Canvas; 6.8 Button; 6.9 Campfire; 6.10 Challenge
Cards; 6.11 Customer, Employee, Shareholder; 6.12 Design the Box; 6.13 Do, Redo
& Undo; 6.14 Elevator Pitch; 6.15 Five-Fingered Consensus; 6.16 Flip It; 6.17
Force Field Analysis; 6.18 Give-and-Take Matrix; 6.19 Heart, Hand, Mind; 6.20
Help Me Understand; 6.21 Make a World; 6.22 Mood Board; 6.23 Open Space; 6.24
Pain-Gain Map; 6.25 The Pitch; 6.26 Product Pinocchio; 6.27 Post the Path; 6.28
RACI Matrix; 6.29 Red:Green Cards; 6.30 Speedboat; 6.31 SQUID; 6.32 Staple
Yourself to Something; 6.33 SWOT Analysis; 6.34 Synesthesia; 6.35 Talking Chips;
6.36 Understanding Chain; 6.37 Value Mapping; 6.38 The Virtuous Cycle; 6.39
Visual Glossary; 6.40 Wizard of Oz; 6.41 The World Café; Chapter 7: Games for
Closing; 7.1 $100 Test; 7.2 20/20 Vision; 7.3 Ethos, Logos, Pathos; 7.4 Graphic
Gameplan; 7.5 Impact & Effort Matrix; 7.6 Memory Wall; 7.7 NUF Test; 7.8
Plus/Delta; 7.9 Prune the Future; 7.10 Start, Stop, Continue; 7.11 Who/What/When
Matrix; Chapter 8: Putting Gamestorming to Work; 8.1 Imagine a World: The
Betacup Story; 8.2 Game 1: Poster Session; 8.3 Game 2: Go for a Walk; 8.4 Game
3: Make Something Tangible; 8.5 Game 4: Bodystorming; 8.6 Gamestorming Results;
Acknowledgements; Colophon;
Autoreninfo
Dave Gray is the Founder and Chairman of XPLANE, the visual thinking company. Founded in 1993, XPLANE has grown to be the world's leading consulting and design firm focused on information-driven communications. Dave's time is spent researching and writing on visual business, as well as speaking, coaching and delivering workshops to educators, corporate clients and the public.
He is also a founding member of VizThink, an international community of Visual Thinkers.Sunni Brown was named one of the 100 Most Creative People in Business and one of the 10 Most Creative People on Twitter by Fast Company. She is a consultant, an international speaker, the coauthor of Gamestorming, and the leader of a global campaign for visual literacy.James Macanufo: As a consultant at XPLANE, James helps large
technology and government clients develop their vision, strategy and
communication plans. He actively obsessed with understanding what
things are, the way they work, and why they matter. He is also an
active gamer and occasional inventor of card games.