MANUAL CREATIVITY AND BUSINESS INNOVATION
MANUAL CREATIVIDAD, INNOVACIÓN Y EMPRENDIMIENTO
(Secondary research is information previously gathered by others, usually through primary research, that may or may not address a specific research question). ) The "customers" playing innovation games are commonly direct recipients or consumers of a specific product or service. However, in some cases, players can be any person or system that sees or is affected by a product or service.
The innovation games are led by a facilitator whose responsibilities include: :
• Explain the games to be played. • Control the pace of each game. • Monitor participation levels. • Manage the timing of the general gaming event.
The successful operation of an innovation game relies on collaborative play between participants and a set of observers drawn from disparate functional groups within an organisation. For example, a typical game configuration for word processing software might include participants from two or three corporate customers along with observers comprising the product quality assurance manager, technical architect, product manager, developer, sales executive, or anyone else on the product. team. Arguably the most important observer is the product manager because that person is responsible for acting on the data generated by the game. However, a single observer cannot capture all of the non-verbal and nuanced communication that players exhibit, so all observers play a significant and irreplaceable role in the effective utility of the game. However, any number or variety of innovation games can be invented, combined or adapted from other game environments. All of these games have strengths and weaknesses that limit their applicability to specific types of problems. These strengths and weaknesses are expressed in six separate dimensions: 1. The degree of open exploration: how much, or how little, participants are constrained in their interactions. 2. The degree of scalability: the number of customers who can play the game at any given time. 3. The degree of physical preparation: what kind of supplies or materials are needed to play. European Open Business School
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