Gamestorming: A Playbook For Innovators, Rulebreakers And Changemakers (häftad)
Häftad (Paperback)
Antal sidor
Wheeler, Colleen (ed.)
235 x 175 x 15 mm
530 g
Antal komponenter
Gamestorming: A Playbook For Innovators, Rulebreakers And Changemakers (häftad)

Gamestorming: A Playbook For Innovators, Rulebreakers And Changemakers

The Visual Thinking Playbook

(4 röster)  |  Läs 2 recensioner
Häftad,  Engelska, 2010-08-07
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Gamestorming: A Playbook For Innovators, Rulebreakers And Changemakers Kan levereras innan julafton
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
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Det finns 2 recensioner av Gamestorming: A Playbook For Innovators, Rulebreakers And Changemakers. Har du också läst boken? Om du har köpt den på vill vi gärna höra vad du tyckte om den! Sätt ditt betyg »
  1. Smart, rolig, användbar
    Johan, 17 oktober 2014

    Den här boken är en riktigt bra översikt över olika verktyg för att lösa problem och få igång kreativiteten i gruppen. Den tar fasta på grunden för allt kreativt tänkande: den gränslösa leken och inställningen att inget är förbjudet eller omöjligt. Det går att använda boken på olika sätt: man kan köra igång direkt med olika övningar, men den som vill fördjupa sig kan också läsa mer i bokens inledande "teoridel". Bra! Strukturen på övningarna kunde dock ha varit mycket bättre, så att man lättare kunde välja rätt metod för rätt problem.

  2. Fantastisk inspirationskälla
    PJ, 30 maj 2014

    Boken tar upp hur man kan tänka innan man faciliterar ett möte.
    Det finns mängder med exempel på övningar redo att användas!

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Övrig information

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, M.P.A., is Owner of BrightSpot Info Design, a company specializing in visual thinking to support organizational and group success. Sunni was trained in graphic facilitation at The Grove Consultants International, a San Francisco-based company that pioneered the use of visuals in meetings and group processes. She is currently an Associate of The Grove, a freelance consultant for XPlane - the visual thinking company - and an Associate of Alphachimp Studios. She is also co-Founder of VizThink Austin, currently the largest visual thinking community in the United States. Sunni presents regularly on the topics of graphic facilitation, graphic recording and visual thinking. She is also a contributing researcher for Nancy Duarte's upcoming book on storytelling and presentations. Sunni holds Bachelor's degrees in Journalism and Linguistics and a Master's in Public Affairs from the Lyndon Baines Johnson School of Public Affairs. She lives in Austin, TX. 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.


; 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 Caf; 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: Bod...