The document discusses Innovation Games, which are serious games used to solve product strategy and management problems. Innovation Games are played with customers, stakeholders, online or in-person. They work to manage roadmaps, identify new products, train sales teams, and more. Some example games described are Product Box, Speed Boat, Prune the Product Tree, and Spider Web. Case studies show how companies like Wyse Technologies, Qualcomm, and Aladdin Knowledge Systems have used Innovation Games to get customer feedback and insights to improve their products.
The document outlines an agenda for a value proposition workshop. The objective is to understand and define a company or project's value proposition. The agenda includes defining what a value proposition is, providing examples, and guiding participants in creating a value proposition canvas to map out their unique value proposition. Activities include identifying customer jobs, pains, gains, products/services, pain relievers, and gain creators. The workshop also compares approaches to competing in red versus blue oceans and provides an example value curve for Cirque du Soleil.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
How Disney is putting its magic in Digital TransformationScopernia
We’re always looking around for organizations with strong digital transformation efforts and Disney is one of the best examples we have come across thus far.
This short presentation we made shows off their leadership, investments and some of their amazing efforts in research and innovation. We hope they will inspire you!
http://www.digitaltransformationbook.com/
5 victoria cupet - learn to play business analysisIevgenii Katsan
The document discusses how games can be used to support business analysis activities. It provides examples of different types of games that can be used for requirements gathering, prioritization, discovery, and innovation. Some key games discussed include Speed Boat to identify customer pain points, Spider Web to understand relationships between products, and Buy a Feature to prioritize features based on customer willingness to pay. The document advocates that games create structured activities that allow free and playful thinking to generate insights. It also provides tips for facilitating different games.
Innovation games are a set of facilitated games used to engage participants in creative problem solving and strategic thinking. Some key types are idea engine games that use visual collaboration, and decision engine games that use virtual currency. Innovation games provide goals, rules, feedback and voluntary participation to generate ideas. They have been used by many organizations for purposes like product development, retrospectives, and budget planning.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
The document outlines an agenda for a value proposition workshop. The objective is to understand and define a company or project's value proposition. The agenda includes defining what a value proposition is, providing examples, and guiding participants in creating a value proposition canvas to map out their unique value proposition. Activities include identifying customer jobs, pains, gains, products/services, pain relievers, and gain creators. The workshop also compares approaches to competing in red versus blue oceans and provides an example value curve for Cirque du Soleil.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
How Disney is putting its magic in Digital TransformationScopernia
We’re always looking around for organizations with strong digital transformation efforts and Disney is one of the best examples we have come across thus far.
This short presentation we made shows off their leadership, investments and some of their amazing efforts in research and innovation. We hope they will inspire you!
http://www.digitaltransformationbook.com/
5 victoria cupet - learn to play business analysisIevgenii Katsan
The document discusses how games can be used to support business analysis activities. It provides examples of different types of games that can be used for requirements gathering, prioritization, discovery, and innovation. Some key games discussed include Speed Boat to identify customer pain points, Spider Web to understand relationships between products, and Buy a Feature to prioritize features based on customer willingness to pay. The document advocates that games create structured activities that allow free and playful thinking to generate insights. It also provides tips for facilitating different games.
Innovation games are a set of facilitated games used to engage participants in creative problem solving and strategic thinking. Some key types are idea engine games that use visual collaboration, and decision engine games that use virtual currency. Innovation games provide goals, rules, feedback and voluntary participation to generate ideas. They have been used by many organizations for purposes like product development, retrospectives, and budget planning.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
Innovation Games — The Seriously Fun Way to Do Work!Michael Tarnowski
Innovation Games are a set of originally market research oriented, facilitated and directed games. They are focussed, on real-time collaborative games as means of engaging customers and stakeholders to reveal what really matters to them and to get breakthrough ideas.
Use Innovation Games for such things as portfolio management, requirements management and any number of tasks that require innovative thinking, priorisation, brainstorming and cross-functional collaboration.
Xing User Group Agile Rhein-Main: Innovation Games™Michael Tarnowski
Michael Tarnowski from Plays-In-Business.com gave a presentation of a Teaser Event on Innovation Games™ for the Xing User Group Agile Rhein-Main (https://www.xing.com/net/pria952a0x/agilerheinmain/).
What are Innovation Games and for what you can use them... Questions over questions... Here you get the answers!
The document discusses business model assumptions and provides examples to illustrate how to identify and test assumptions. It begins with an example of the business model behind Quirky.com, which is a co-creation platform and e-shop. It then discusses how to identify the key assumptions within business model transactions and provides tips for testing assumptions, such as using minimum viable products to gather customer feedback in a cost-effective manner. The document emphasizes testing assumptions to reduce risk and learn quickly about customer needs and the viability of the business model.
Short introduction to Innovation Games® and examples of their application in Lean and Lean StartUps: Reduce Waste, Value Stream Mapping, and Minimum Viable Product.
Prioritizing for Profit from AgilePaloozaEnthiosys Inc
The document discusses prioritizing a product backlog for profit. It recommends considering three core groups when prioritizing: stakeholder alignment, strategic alignment, and driving profit. For stakeholder alignment, the backlog should include at least one item for each stakeholder group. For strategic alignment, it should include at least one item that aligns with the company's strategy. And to drive profit, it should include at least one item that generates revenue or reduces costs. The document provides various techniques for involving stakeholders, determining strategic priorities, and identifying profit drivers to create a holistically prioritized backlog.
This document provides instructions for students to design and make a snakes and ladders game that promotes Fairtrade. It outlines the steps students should take, including: understanding who they are designing for by creating a customer profile; writing a design specification; producing a step-by-step plan; and making and evaluating their final product. The document also includes worksheets and templates for students to fill out as they work through each step of the design process.
The document discusses using games to solve business problems through collaborative play. It describes two main types of games - Innovation Games® developed by Luke Hohmann which are aimed at a variety of business problems, and Gamestorming games which were initiated by Sunny Brown and David Gray and include a wider collection of traditional games. The document then outlines several specific games that can be used, including 20/20 Vision to prioritize features, Speed Boat to identify customer dislikes, Product Box to identify exciting sellable features, and Buy a Feature to prioritize features through negotiation. Tips are provided for how to effectively facilitate each game.
Luke Hohmann on "How Innovation Happens"Enthiosys Inc
Luke Hohmann led an Innovation Games session at Software 2007 themed “Powered by Innovation”. Addressed "how innovation happens." With photos of collaborative activities: Spider Web, Prune the Product Tree, Product Box, Show and Tell, etc.
This document discusses various strategies for monetizing a technology product or service. It begins by evaluating economies of scale and common pitfalls startups face. It then discusses how to guarantee customer adoption, such as Apple's strategy of making the Apple II accessible to non-hobbyists. Next, it addresses frameworks for determining appropriate product tiers and pricing, such as using a Kickstarter campaign to test pricing. Finally, it presents different options for monetization, including memberships, selling content, sponsorships, and leveraging user data. The overall document provides an overview of important considerations for startups seeking to effectively monetize their offerings.
The document provides an overview of design thinking methodology and how it can be combined with LEAN principles for product development. It discusses the key stages of design thinking - empathizing to understand user needs, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. It also explains how minimum viable products and build-measure-learn cycles from LEAN can help accelerate the design process. The presentation aims to illustrate how design thinking and LEAN can be applied together to more efficiently develop products that meet user needs.
There’s a lot of speculation about open source product development. How can a product with “no IP” be competitive? What are the viable business models, when the code is freely available? And how am I supposed to build and take a viable product to market if my open source company is focused on services, not products?
The truth is, you can build — and successfully take to market — an open source product. But the rules are different, and must not be ignored. Product development is guided by different goals. Business models are based on different value propositions. And open source communities must be considered partners in the effort, not detractors or nay-sayers.
This talk will focus on three areas of open source products: product development, go-to-market strategy, and balancing product and services work. We’ll look at examples of open source products who have threaded the needle and “made it,” as well as a few that have crashed and burned. Most importantly, we’ll offer clear tips and guidance for those considering building or marketing an open source product.
4.3 Final Sales PresentationYou may select a Group Presentatio.docxtroutmanboris
4.3 Final Sales Presentation
You may select a Group Presentation or you may work alone. There is a video presentation of the following information attached to this assignment.
Examples of presentations are provided at the end of the instructions.
Animation software should not be used as the backdrop for this promotional video.
Please review the rubric.
Due at the end of Week Three: Outline for Presentation
Due by the end of Week Four: The actual presentation
If you need assistance adding (required) narration and music to Keynote, you can call FSO Support for help. Also, you can follow these directions:
https://support.apple.com/kb/ph26006?locale=en_US
Objectives:
• Determine how to “sell” through an infomercial/commercial
• Determine how to understand and apply the principles of AIDA (below)
• Build upon knowledge gained in the marketing courses
• Produce a high quality presentation designed to “sell” a product or inspire people to donate to a good cause
• To employ technology that demonstrate effective use of 21st century skills
Assignment: Create a dynamic, compelling commercial/infomercial that will be used on the website for product/charity or business. Background music is required and should suit the emotional tone of the message and the tastes of the target market.
This is the actual video presentation or a self playing narrated Keynote that would serve as the commercial for your business, charity, product. Multiple files will not be accepted for this assignment.
Since this is the Actual Commercial, you should not include background information from your creative planning - only the actual content intended to be shown to your audience.
Deliverable:
Commercial/Infomercial using video will last 2 to 5 minutes.
Narrated Slideshow will include at least 10 slides and last 2 – 5 minutes. Background music is required.
You may create a hybrid – Slideshow plus Video or Video including Slideshow.
Instructions:
1. Write a script using all research on your topic.
2. Produce a video or self playing narrated Keynote and submit to the platform. If you are unable to upload the platform, you may use the course dropbox. Please email me that your presentation has been uploaded if you use dropbox.
Dropbox.com
Sign on: [email protected]
Password: professionalsellingfs
Additional Information for Creating Your Presentation.
All presentations must: (AIDA)
Capture the audience's Attention
Create Interest
Instill Desire
Motivate them to Action
You should determine.
The Product/Service/Charity/Business – What are you selling?
Target Market – Who are you selling to?
Product Features and Advantages – What makes your product/charity better than others?
Benefits – What will your product/donation do for the consumer?
Objections – Why would the customer resist?
Price – For products
Minimum Contribution - For charity donations
Needs – If you are selling a product or business, what needs does your product meet?
Concept – What is the principal theme of.
This document provides facts and statistics about the video game industry in the UK. It notes that there are 5,473 people employed in the games sector, with an average income of £30,755. It also shares that 14% of the workforce are freelancers, 48% were recruited directly from education, and there is a gender imbalance with 14% being women. It states that the highest held qualifications are undergraduate degrees and that the West Midlands is the main industry location. Technical directors can earn up to £70,000. Experience is essential for the industry.
This document summarizes 4 chapters on different internet business models: product launches, advertising models, ecommerce, and high-ticket programs. The first chapter focuses on product launch secrets and outlines the 8 key elements of a successful product launch: planning, copywriting, outsourcing, creating a sales funnel, joint ventures, launch timing, and post-launch activities. It emphasizes doing market research, analyzing past successful products, and providing innovative solutions to customer problems through compelling copywriting.
Leveraging Distributed Tools with Agile TeamsLuke Hohmann
The document summarizes how collaborative tools and games can help distributed teams overcome challenges and effectively collaborate. It describes collaborative prioritization games like Prune the Product Tree and Buy a Feature that bring stakeholders together to visualize relationships between ideas and prioritize product backlogs and projects. These games capture rich qualitative data on priorities, tradeoffs, and collective needs to inform roadmaps and decision making.
Putting Strategy into your Content Creation - Content Marketinge-Strategy
This document provides guidance on developing an effective content strategy. It recommends beginning with understanding your audience by creating buyer personas and identifying buying cycles. It also stresses the importance of having a plan, determining goals and metrics, and mapping your content across awareness, research, comparison and purchase stages. The document provides tips on tools for research, setting up an editorial calendar, storytelling, determining channels, measurement, and considering everything as content. It emphasizes quality over quantity, tailoring content to answers, case studies and testimonials. The overall message is that an effective content strategy requires understanding audiences, having a plan, and aligning content with the buyer's journey.
Fallon Brainfood x Planning-ness 2010: How To Plan AppsAki Spicer
Aki Spicer, Fallon's Director of Digital Strategy will reveal some learnings and tips for account planners trying to operationalize the process of concepting, selling and building applications and digital tools.
Learn some pitfalls to avoid, shortcuts for bridging the gap between "start-up" culture and agency culture, guidance for selling apps to clients who are "bottom-line" or "ad message" minded, and shifting your teams from campaign thinking to service mentality.
http://planningness.com
September 30th – October 1st at Denver’s, Space Gallery.
Bootstrapping Is Good; Having A Revenue Model Is Bettercoffeeexpert
The document discusses the importance of having a revenue model for a startup rather than relying solely on bootstrapping. It provides examples of wrong and bad revenue model answers when asked by investors. The document then lists over 20 potential revenue ideas and 43 ways to get customers, including selling products or services individually or in bundles, subscriptions, advertising, licensing, and more. It emphasizes testing revenue models and upgrading until something works rather than remaining a "not quite for profit" organization.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
Mais conteúdo relacionado
Semelhante a Brantley innovation games-pcamp2010-done
Innovation Games — The Seriously Fun Way to Do Work!Michael Tarnowski
Innovation Games are a set of originally market research oriented, facilitated and directed games. They are focussed, on real-time collaborative games as means of engaging customers and stakeholders to reveal what really matters to them and to get breakthrough ideas.
Use Innovation Games for such things as portfolio management, requirements management and any number of tasks that require innovative thinking, priorisation, brainstorming and cross-functional collaboration.
Xing User Group Agile Rhein-Main: Innovation Games™Michael Tarnowski
Michael Tarnowski from Plays-In-Business.com gave a presentation of a Teaser Event on Innovation Games™ for the Xing User Group Agile Rhein-Main (https://www.xing.com/net/pria952a0x/agilerheinmain/).
What are Innovation Games and for what you can use them... Questions over questions... Here you get the answers!
The document discusses business model assumptions and provides examples to illustrate how to identify and test assumptions. It begins with an example of the business model behind Quirky.com, which is a co-creation platform and e-shop. It then discusses how to identify the key assumptions within business model transactions and provides tips for testing assumptions, such as using minimum viable products to gather customer feedback in a cost-effective manner. The document emphasizes testing assumptions to reduce risk and learn quickly about customer needs and the viability of the business model.
Short introduction to Innovation Games® and examples of their application in Lean and Lean StartUps: Reduce Waste, Value Stream Mapping, and Minimum Viable Product.
Prioritizing for Profit from AgilePaloozaEnthiosys Inc
The document discusses prioritizing a product backlog for profit. It recommends considering three core groups when prioritizing: stakeholder alignment, strategic alignment, and driving profit. For stakeholder alignment, the backlog should include at least one item for each stakeholder group. For strategic alignment, it should include at least one item that aligns with the company's strategy. And to drive profit, it should include at least one item that generates revenue or reduces costs. The document provides various techniques for involving stakeholders, determining strategic priorities, and identifying profit drivers to create a holistically prioritized backlog.
This document provides instructions for students to design and make a snakes and ladders game that promotes Fairtrade. It outlines the steps students should take, including: understanding who they are designing for by creating a customer profile; writing a design specification; producing a step-by-step plan; and making and evaluating their final product. The document also includes worksheets and templates for students to fill out as they work through each step of the design process.
The document discusses using games to solve business problems through collaborative play. It describes two main types of games - Innovation Games® developed by Luke Hohmann which are aimed at a variety of business problems, and Gamestorming games which were initiated by Sunny Brown and David Gray and include a wider collection of traditional games. The document then outlines several specific games that can be used, including 20/20 Vision to prioritize features, Speed Boat to identify customer dislikes, Product Box to identify exciting sellable features, and Buy a Feature to prioritize features through negotiation. Tips are provided for how to effectively facilitate each game.
Luke Hohmann on "How Innovation Happens"Enthiosys Inc
Luke Hohmann led an Innovation Games session at Software 2007 themed “Powered by Innovation”. Addressed "how innovation happens." With photos of collaborative activities: Spider Web, Prune the Product Tree, Product Box, Show and Tell, etc.
This document discusses various strategies for monetizing a technology product or service. It begins by evaluating economies of scale and common pitfalls startups face. It then discusses how to guarantee customer adoption, such as Apple's strategy of making the Apple II accessible to non-hobbyists. Next, it addresses frameworks for determining appropriate product tiers and pricing, such as using a Kickstarter campaign to test pricing. Finally, it presents different options for monetization, including memberships, selling content, sponsorships, and leveraging user data. The overall document provides an overview of important considerations for startups seeking to effectively monetize their offerings.
The document provides an overview of design thinking methodology and how it can be combined with LEAN principles for product development. It discusses the key stages of design thinking - empathizing to understand user needs, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. It also explains how minimum viable products and build-measure-learn cycles from LEAN can help accelerate the design process. The presentation aims to illustrate how design thinking and LEAN can be applied together to more efficiently develop products that meet user needs.
There’s a lot of speculation about open source product development. How can a product with “no IP” be competitive? What are the viable business models, when the code is freely available? And how am I supposed to build and take a viable product to market if my open source company is focused on services, not products?
The truth is, you can build — and successfully take to market — an open source product. But the rules are different, and must not be ignored. Product development is guided by different goals. Business models are based on different value propositions. And open source communities must be considered partners in the effort, not detractors or nay-sayers.
This talk will focus on three areas of open source products: product development, go-to-market strategy, and balancing product and services work. We’ll look at examples of open source products who have threaded the needle and “made it,” as well as a few that have crashed and burned. Most importantly, we’ll offer clear tips and guidance for those considering building or marketing an open source product.
4.3 Final Sales PresentationYou may select a Group Presentatio.docxtroutmanboris
4.3 Final Sales Presentation
You may select a Group Presentation or you may work alone. There is a video presentation of the following information attached to this assignment.
Examples of presentations are provided at the end of the instructions.
Animation software should not be used as the backdrop for this promotional video.
Please review the rubric.
Due at the end of Week Three: Outline for Presentation
Due by the end of Week Four: The actual presentation
If you need assistance adding (required) narration and music to Keynote, you can call FSO Support for help. Also, you can follow these directions:
https://support.apple.com/kb/ph26006?locale=en_US
Objectives:
• Determine how to “sell” through an infomercial/commercial
• Determine how to understand and apply the principles of AIDA (below)
• Build upon knowledge gained in the marketing courses
• Produce a high quality presentation designed to “sell” a product or inspire people to donate to a good cause
• To employ technology that demonstrate effective use of 21st century skills
Assignment: Create a dynamic, compelling commercial/infomercial that will be used on the website for product/charity or business. Background music is required and should suit the emotional tone of the message and the tastes of the target market.
This is the actual video presentation or a self playing narrated Keynote that would serve as the commercial for your business, charity, product. Multiple files will not be accepted for this assignment.
Since this is the Actual Commercial, you should not include background information from your creative planning - only the actual content intended to be shown to your audience.
Deliverable:
Commercial/Infomercial using video will last 2 to 5 minutes.
Narrated Slideshow will include at least 10 slides and last 2 – 5 minutes. Background music is required.
You may create a hybrid – Slideshow plus Video or Video including Slideshow.
Instructions:
1. Write a script using all research on your topic.
2. Produce a video or self playing narrated Keynote and submit to the platform. If you are unable to upload the platform, you may use the course dropbox. Please email me that your presentation has been uploaded if you use dropbox.
Dropbox.com
Sign on: [email protected]
Password: professionalsellingfs
Additional Information for Creating Your Presentation.
All presentations must: (AIDA)
Capture the audience's Attention
Create Interest
Instill Desire
Motivate them to Action
You should determine.
The Product/Service/Charity/Business – What are you selling?
Target Market – Who are you selling to?
Product Features and Advantages – What makes your product/charity better than others?
Benefits – What will your product/donation do for the consumer?
Objections – Why would the customer resist?
Price – For products
Minimum Contribution - For charity donations
Needs – If you are selling a product or business, what needs does your product meet?
Concept – What is the principal theme of.
This document provides facts and statistics about the video game industry in the UK. It notes that there are 5,473 people employed in the games sector, with an average income of £30,755. It also shares that 14% of the workforce are freelancers, 48% were recruited directly from education, and there is a gender imbalance with 14% being women. It states that the highest held qualifications are undergraduate degrees and that the West Midlands is the main industry location. Technical directors can earn up to £70,000. Experience is essential for the industry.
This document summarizes 4 chapters on different internet business models: product launches, advertising models, ecommerce, and high-ticket programs. The first chapter focuses on product launch secrets and outlines the 8 key elements of a successful product launch: planning, copywriting, outsourcing, creating a sales funnel, joint ventures, launch timing, and post-launch activities. It emphasizes doing market research, analyzing past successful products, and providing innovative solutions to customer problems through compelling copywriting.
Leveraging Distributed Tools with Agile TeamsLuke Hohmann
The document summarizes how collaborative tools and games can help distributed teams overcome challenges and effectively collaborate. It describes collaborative prioritization games like Prune the Product Tree and Buy a Feature that bring stakeholders together to visualize relationships between ideas and prioritize product backlogs and projects. These games capture rich qualitative data on priorities, tradeoffs, and collective needs to inform roadmaps and decision making.
Putting Strategy into your Content Creation - Content Marketinge-Strategy
This document provides guidance on developing an effective content strategy. It recommends beginning with understanding your audience by creating buyer personas and identifying buying cycles. It also stresses the importance of having a plan, determining goals and metrics, and mapping your content across awareness, research, comparison and purchase stages. The document provides tips on tools for research, setting up an editorial calendar, storytelling, determining channels, measurement, and considering everything as content. It emphasizes quality over quantity, tailoring content to answers, case studies and testimonials. The overall message is that an effective content strategy requires understanding audiences, having a plan, and aligning content with the buyer's journey.
Fallon Brainfood x Planning-ness 2010: How To Plan AppsAki Spicer
Aki Spicer, Fallon's Director of Digital Strategy will reveal some learnings and tips for account planners trying to operationalize the process of concepting, selling and building applications and digital tools.
Learn some pitfalls to avoid, shortcuts for bridging the gap between "start-up" culture and agency culture, guidance for selling apps to clients who are "bottom-line" or "ad message" minded, and shifting your teams from campaign thinking to service mentality.
http://planningness.com
September 30th – October 1st at Denver’s, Space Gallery.
Bootstrapping Is Good; Having A Revenue Model Is Bettercoffeeexpert
The document discusses the importance of having a revenue model for a startup rather than relying solely on bootstrapping. It provides examples of wrong and bad revenue model answers when asked by investors. The document then lists over 20 potential revenue ideas and 43 ways to get customers, including selling products or services individually or in bundles, subscriptions, advertising, licensing, and more. It emphasizes testing revenue models and upgrading until something works rather than remaining a "not quite for profit" organization.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
Semelhante a Brantley innovation games-pcamp2010-done (20)
1. Getting Amazing Market Insights Using Innovation Games Presented by Jeff Brantley Senior Consultant -- Enthiosys Innovation Games Trained Facilitator A product guy… like most of you. www.innovationgames.com http://www.enthiosys.com/entry/insights-tools/blog/ Innovation Games: The seriously fun way to do serious work. Seriously.
8. And yes, it is FUN Chat log extracts from three games played to prioritize a product backlog. V1-388 Luke Did you enjoy this experience? V1-388 Toni Yes - fun! V1-388 Greg Sure. V1-388 Greg I enjoyed it. V1-388 Vladimir thanks for the chance. B) V1-393 Luke Did you enjoy the experience? Would you be willing to play again in the future? V1-393 Tom yes, and yes V1-393 Mike Yes -- it was fun V1-393 Sarah Definitely V1-393 Dominic Yes, and I think VersionOne are getting great info here V1-393 Patrick I would be happy to play again. V1-394 Luke Team, are you now satisfied with your bids? V1-394 Mike YES! V1-394 Rene yup V1-394 Andre Indeed. V1-394 Jim I want more money! V1-394 Andre It was hard. But lots of fun. And yes, I want more money too - do you take credit cards? V1-394 Mike hahaha V1-394 Mike ok, gotta go guys.... it was fun
13. Selecting The Game 20/20 Vision Prune The Product Tree Start Your Day Spider Web 20/20 Vision Product Box Remember The Future Me and My Shadow Product Box Consider These Games: Remember The Future Buy a Feature Shaping your future product The Apprentice Show And Tell Product usage Speed Boat Buy a Feature Product functionality Give Them A Hot Tub Buy a Feature Customer needs Understanding…
14. Product Box Activity: Ask your customers to imagine that they’re selling your product at a tradeshow, retail outlet, or public market. Give them a few cardboard boxes and ask them to literally design a product box that they would buy. The box should have the key marketing slogans that they find interesting. When finished, pretend that you’re a skeptical prospect and ask your customer to use their box to sell your product to you. Goal: Identify the most exciting, sellable features.
16. Speed Boat Activity: Draw a boat on a whiteboard or sheet of butcher paper. You’d like the boat to really move fast. Unfortunately, the boat has a few anchors holding it back. The boat is your system, and the features that your customers don’t like are its anchors. Customers write what they don’t like on an anchor. They can also estimate how much faster the boat would go when that anchor was cut. Estimates of speed are really estimates of pain. Goal: Identify what customers don’t like (about your process or system).
18. Prune The Product Tree Activity: Start by drawing a very large tree on a whiteboard. Thick limbs represent major areas of functionality within your system. The edge of the tree – its outermost branches – represent the features available in the current release. Write potential new features on several index cards, ideally shaped as leaves. Ask your customers to place desired features around the tree. Observe how the tree gets structured – does one branch get the bulk of the growth? Does an underutilized aspect become stronger? Goal: Build a product according to your plans.
20. Spider Web Activity: Put the name of your product or service in the center of a circle. Ask your customers to draw other products and services, ask them to tell you when, how, and why these are used. Ask them to draw lines between the different products and services. As your customers reviews when and where they user your offering, you can capture the various inter-relationships that exist between the different products and service that they use throughout the day. Goal: Clarify the operating context for your products and services.
22. Start Your Day Activity: Ask your customer to describe the daily, weekly, monthly , and yearly events that are related to their use of your product on pre-printed, poster-sized calendars or a simple timeline on poster paper. Ask them to describe events in time frames appropriate for your project. Special event that are unique to an industry or sector (like a conference), or days in which everything goes horribly wrong and they’re looking for help. While they’re doing this, be alert for how your product helps – or hinders – their day. Goal: Understand how and when your customer uses your product.
24. Buy a Feature Activity: Create a list of features with an estimated cost. The cost can be development effort or actual cost you intend to charge for the feature. Customers buy features that they want. Features are priced high enough that no singe customer can buy the features. This helps motivate customers to negotiate between themselves as to which features are most important. Observation of this negotiation provides great insight into what customers are willing to pay for. Goal: Prioritize features.
25. Show and Tell Activity: Ask your customers to bring examples of artifacts created or modified by your product or service. Ask them to tell you why these artifacts are important, and when and how they’re used. Pay careful attention to anything that surprises you – artifacts you expected them to create or modify that they have ignored, artifacts that aren’t used, or artifacts used in unexpected ways. Goal: Identify the most important artifacts created by your product.
26. Me and My Shadow Activity: Shadow your customer while they use your product or service. Literally. Sit next to them and watch what they do. Periodically ask them “Why are you doing that?” and “What are you thinking?” Take along a camera or camcorder and record key activities. Ask for copies of important artifacts created or used by your customer while they are doing the work. Goal: Identify your customer’s hidden needs.
27. Give Them A Hot Tub Activity: Write several features on note cards, one feature per card. Include several completely outrageous features. If you’re making a portable MP3 player, try adding features like “heats coffee”, “cracks concrete” or “conditions dog hair”. If you’re making a system that manages payroll, try adding features like “plans family reunions” or “refinishes wooden floors”. If you’re building an office building, add a hot tub in the lobby. Observe what happens with a customer uncovers one of these outrageous features. Goal: Use outrageous features to discover hidden breakthroughs.
28. 20/20 Vision Activity: When you’re getting fitted for glasses, your optometrist will often ask you to compare between two potential lenses by alternately showing each of them. Start by writing one feature each on large index cards. Shuffle the pile and put them face down. Take the first one form the top and put it on the wall. Take the next one and ask your customers if it is more or less important than the one on the wall. Place it above or below, depending on its relative importance. Repeat this with all of your feature cards. Goal: Prioritize features.
29. The Apprentice Activity: Ask your engineers and product developers to perform the “work” of the system that they are building. If they’re building a new data entry system, have them do the work of the current data entry operators. If they’re building workflow management software for furniture delivery people, have them deliver furniture. If they’re building a system to analyze vehicle performance data, ask them to change the oil in the car. They gain knowledge of the customer experience and some degree of empathy for the real problem that your customer is trying to solve. Goal: Create empathy for the customer experience.
30. Remember the Future Activity: Hand each of your customers a few pieces of paper. Ask them to imagine that it is sometime in the future and that they’ve been using your product almost continuously between now and that future date (month, year, whatever). Then ask them to write down exactly what your product will have done to make them happy or successful or rich or safe or secure or art – choose what works best for your product. Key point – ask “What will the system have done?” not “What should the system do?” Goal: Understand your customer’s definition of success.
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34. Putting Innovation Games To Use What are your questions? What will you do with the answers? Process / analyze the data. Present results and take action. Select and prepare for the game. - select & invite participants - organize internal team - handle the logistics Play the game.
41. Getting Amazing Market Insights Using Innovation Games Presented by Jeff Brantley Senior Consultant -- Enthiosys Innovation Games Trained Facilitator A product guy… like most of you. www.innovationgames.com http://www.enthiosys.com/entry/insights-tools/blog/ Innovation Games: The seriously fun way to do serious work. Seriously.