MANUAL CREATIVITY AND BUSINESS INNOVATION

MANUAL CREATIVIDAD, INNOVACIÓN Y EMPRENDIMIENTO

4. The degree of market readiness: how much background effort is needed to provide data or content for the game. 5. The degree of client preparation: what pre-game activities, if any, to require of participants before entering the game environment. 6. The time frame of action: how long after the game is completed before the participant expects the improvement of a product to reflect the results of the game.

There are many ways to innovate while playing and practising. Here are some of them:

• Prune the product tree: The branches are the main areas of functionality of a product and the leaves are its features. It aims to give a holistic and balanced view of the characteristics that our product should have.

• Remember the future: Customers imagine a day in the future after having used our product and describe their experience and why our product 'made them happy'. In this way, customers tell us in more detail what they expect our product to be like. • Spider web: This is about discovering relationships between products. The product, the object of study, is placed at the centre, and customers are asked to draw other products and services that they consider related to our product. In this way, we will better understand the ecosystem in which our product moves in the minds and daily lives of customers. . • The apprentice: Actually this game is not exactly for clients. It is about product designers actually doing the function or job for which the product is intended. For example, if they are designing an oven, they do actual cooking exercises. It's obviously about understanding customers and building empathy with them in the product design team

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European Open Business School

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