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Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers

Gamestorming: A Playbook for Innovators, Rulebreakers, and ChangemakersAuthors: Dave Gray, Sunni Brown, James Macanufo
Publisher: O'Reilly Media
Category: Book

List Price: $29.99
Buy New: $19.44
as of 9/10/2010 05:35 CDT details

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New (20) Used (9) from $19.44

Rating: 4.5 out of 5 stars 7 reviews
Sales Rank: 1,509

Media: Paperback
Edition: 1
Pages: 288
Number Of Items: 1
Shipping Weight (lbs): 0.9
Dimensions (in): 9 x 6.9 x 0.8

ISBN: 0596804172
Dewey Decimal Number: 651
EAN: 9780596804176

Publication Date: July 19, 2010
Availability: Usually ships in 1-2 business days

Features:
  • ISBN13: 9780596804176
  • Condition: New
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Product Description

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
Play a Game from Gamestorming

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?
These will become the elements of the elevator pitch. They are in a sequence that adheres to the following formula.

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.




Customer Reviews:
Showing reviews 1-5 of 7



5 out of 5 stars A great tool for consultants   September 8, 2010
Lars Plougmann (London)
1 out of 1 found this review helpful

Starting out my professional career in a big consulting firm, lots of great training was lavished on me. It would have been great to walk away from the training with a manual that set out everything in a logical fashion and offered further ideas on how to facilitate client interaction. Gamestorming is that kind of book.

Games, in this context, are exercises to help discover information or facilitate decision making. Referring to the exercises as games gives you permission to suspend the usual behavioral standards for a limited time, allowing creativity to surface. When the game ends you have a slew of fresh input for change and innovation.

While some games are proven classics of the consulting trade others are innovations.

An unexpected benefit of the book is that it will prove to you that you already know how to draw. That came as a pleasant surprise.



5 out of 5 stars A variety of tools for a variety of people   September 8, 2010
V. Lewis (Sonoma, CA USA)
1 out of 1 found this review helpful

The authors have provided a valuable resource for helping individuals and groups figure out their own stories and share them. Your story may be a problem or your take on solving a problem. The diverse tools in this book provide a wealth of ways to dig in, collaborate and find out what's happening so you can work together (or on yourself) to reach your goals.

At first the book reminded me of some training games, which I am challenged to understand without reading them over several times, because there are no pictures. Gamestorming is different because it provides simple drawings spread throughout the book. I'm glad to see that the introductory chapters provide a brief visual language section.

I've already used the Empathy Map several times at the office, helping to 'get inside the head' of people my team needs to talk with about important issues. I've taught one other person to use it too. The 7P's framework for meeting planning is now a resource in a training course I'm developing. I love the metaphor for determining the purpose for a meeting, specifically, answering the question, "What's on fire?". This one step could save us from many a wasted hour on meetings that never deserved to happen. Happily, I have now learned how to do the 5 Why's exercise properly. Sketching the activities goes a long way to quickly engage your colleagues, friends, family or others.

Although most of the exercises are designed for small groups, there are some you can do on your own too. While so many books out there are full of other people's stories, here's one that teaches you how to find your own using a variety of tools that will help you engage a variety of people.



4 out of 5 stars Lead your group with innovation and team-building activities   August 22, 2010
Andy Zhang (Washington, DC)
2 out of 2 found this review helpful

Years ago, I realized there is a great value by introducing games to our software development team meetings. The result was astonishing. Many of our members have learned so much out of these carefully designed games. We have been a much better team since then. Game Storming is an excellent book that covers the core principals and benefits of games, how to design games, games for opening, games for exploring, and much more. Just by reading this book helps me to think outside the box. I already have a dozen ideas need to try out that may help us to build better collaboration and synergy. Team games can help group leaders on strategic planning, build a energetic team, and find innovative solutions to difficult issues.


5 out of 5 stars A play book for work and life   August 3, 2010
C. Avampato (New York, NY)
4 out of 4 found this review helpful

For several weeks, I've been combing my bookshelves for activities to incorporate into my LIM College class on social media marketing. I wanted games to drive home the information in unconventional, interactive ways. I went to my theatre books, my business books, and my books filled with writing exercises. Nothing seemed quite right. And then I found Gamestorming. It felt like a gift out of the sky. My anxiety about the class diminished a bit more with every page.

Gamestorming details games that engage groups, both large and small, in learning and discovery. They work in corporations and in schools, and I'd like to add that they are a valuable tool for navigating just about any decision and complication in life. I found myself noting in nearly every margin how to use each game. The clear, concise description, depictions, and plan for each took a great deal of thought and care from the authors.

The metaphor of life as a game is well worked over. The trouble with the game of life is that there are no rules. You don't make them and neither does anyone else. They change from moment to moment, and the rule that seemed to work today may never be useful again. We are forced in every situation to think on our feet. Gamestorming gives us more confidence and empowers us to take our futures in our own hands.



5 out of 5 stars Invaluable Resource   August 3, 2010
Chris Finlay
3 out of 4 found this review helpful

Having been dazzled in a workshop with Dave, I was eager to get this book and it did not disappoint. The collection of generative and evaluative "games" which I would call "tools or technology" are rockin. Many of the approaches presented have been floating around for awhile but Dave, Sonni and James brought them together in a great collection and use plain language to make it easy to get down to the business of creating new ideas, group buy in and fun. Will be using some of the approaches I found here immediately.

Showing reviews 1-5 of 7


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