Gamestorming book pdf download
Whether you are a beginner or a professional, the book will help you to select methods quickly and safely. Innovation managers and everyone responsible for projects and products will find invaluable help for their work in this dictionary. It also offers a Design Thinking reference for all methods as well as a free online method search with various search paths.
IPS2 has allowed us to achieve both high added value and high productivity and has enriched our QOL by improving the performance of products and services. IPS2 is still a relatively new field, so it is important to keep track of the entire context in order to promote more cross-sectional cooperation between multimodal fields and disciplines. So we recommend that you buy the e-book since the print edition can't offer a seamless experience to truly enjoy the interactive games and get instant results!
Is it the end or just a beginning? Coronavirus has altered the very fabric of human existence. In just a quick stroke, it has completely changed the way we live and work. This highly contagious virus has put our lives on pause and forced us to forgo many of the day-to-day habits we cherish.
But once the pandemic really ends, we can come out bitter, or we can come out better. The point is how we reset our systems and get back on track. Gamestorming is designed to creatively engage curious minds and convert the threat of coronavirus into an opportunity for social transformation.
A little bio won't be bad but i don't have any.. Follow me on twitter lets talk. Share this:. Comment Cancel reply. Next article —. You May Also Like. A Architecture. Architecture, Gothic and Renaissance — This is a reproduction of a book published before This book may…. Read More. Management of Atrial Fibrillation — Atrial Fibrillation is becoming a twenty-first century epidemic. It remains the most common….
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.
EHEA represents a process of educational reform based on three types of transformations: structural, curricular and organizational. The integration of universities in this new EHEA is bringing conceptual and methodological changes not just to the structure of university education, but also to the teaching-learning processes and the conditions under which they take place. EHEA is prompting a change in the teaching model towards the consideration of students as the main actors in the educational process.
This change requires new teaching strategies where students are asked to resolve problems with tools provided by the teacher. This book presents ideas, results and challenges related to new information and communication technologies, innovations and methodologies applied to education and research, as well as demonstrating the latest trends in educational innovation.
This book is about "teacherpreneurs"—highly accomplished classroom teachers who blur the lines of distinction between those who teach in schools and those who lead them. These teacherpreneurs embody the concept that teachers can teach as well as lead the transformation of teaching and learning.
The book follows a small group of teacherpreneurs in their first year. We join their journey toward becoming teacher leaders whose work is not defined by administrative fiat, but by their knowledge of students and drive to influence policies that allow them and their colleagues to teach more effectively. Have you made as much progress as you had hoped? Are people still feeling connected to the project? Ask them!
Before you ask too many navigating questions, keep in mind that you may have more experience navigating complex challenge spaces than some of the other people in the room. You may have a better sense of how far along you are than they do.
If you are the captain of the ship, it may make people nervous if you express too much doubt. Navigating questions set the course, point the way, and adjust for error. First, what is it? And second, what can I do with it? The first question has to do with examination, while the second deals with experimentation. Examining Questions Examining questions invoke observation and analysis. What is it? What is its nature? The more closely you look at something the better you can examine it.
Examining ques- tions narrow your inquiry to focus on details, specifics, and observable characteristics. They make abstract ideas more concrete by quantifying and qualifying them. You can imagine an examining question as a lens that allows you to zoom in to a topic so that you can see more detail. They are about possibility.
What can we do with it? What opportunities does it create? Experimental questions are concerned with taking you to a higher level of abstraction to find similarities with other things, to make unlikely and unexpected connections. Try to break it, throw it, spin it, invert it, and so on.
One day someone asked questions like this, came up with the idea for the pet rock, and made a million dollars. What if it was a hospital? When people are getting too caught up in the details, spark the imagination and bring them up a level with some experimental questions.
If they are up in the clouds and need a bit of grounding, bring them down with some examining questions. When you are opening you want to create as much divergence and variation as possible. When you are closing you want to focus on convergence and selection. Your goal at this stage is to move toward commitment, decisions, and action.
Opening is about opportunities; clos- ing is about selecting which opportunities you want to pursue. Now is the time for critical thinking. Closing is like coming home. You are tired but you want to end the day with a sense of accomplishment.
What have you achieved? What have you accomplished? The natural need for a feeling of accomplishment is one of the reasons why tangible outcomes are so important in gamestorming.
People want to know: Where is the artifact? What is finished? What comes next? What will tomorrow look like? Spencer Silver, a scientist at 3M, developed a low-tack, reusable adhesive. For years, he promoted it within the company in the hope of turning it into a product. The adhesive was strong enough to hold papers together but weak enough that they could easily be pulled apart without tearing. He promoted it as a spray, or as a surface for bulletin boards where papers could be attached and removed without the use of pins.
Fry realized that the adhesive was perfect for keeping his bookmarks attached to the hymnal without damaging the book. And thus the Post-it and many sticky-note progeny were born. The sticky note is one of the most useful tools for knowledge work because it allows you to break any complex topic into small, movable artifacts—knowledge atoms or nodes— that you can then distribute into physical space by attaching them to your desk, walls, doors, and so on without wreaking total havoc.
This allows you to quickly and easily explore all kinds of relationships between and among the atoms, and to keep these vari- ous alternatives within your visual field while you are working. Want to remember to bring something to work?
Leave a sticky note on the inside of the front door to remind you. Want to remember which items to pick up on the way home? Leave a sticky note on your phone. Need to remember how to get somewhere? Write the direc- tions on a sticky note and stick it to your steering wheel.
Want to leave a message for someone at work? Leave a sticky note on her computer screen. Artifacts like sticky notes and index cards have the same kinds of properties as a deck of cards. They can be spread out in various combinations. They can be shuffled into random order. They can be distributed into groups. Endless permutations and combina- tions are possible. Nodes We can call any artifact we generate a node, that is, anything considered part of a larger system.
So, you have generated a bunch of nodes—most likely index cards and sticky notes or some combination of them—and you want to explore some different combinations. What do you do? You can shuffle them. For example, you could link nodes together in a chain that represents a process, like a flowchart, or link them conceptually, such as you might do in a mind map.
Think about what these organized spaces make possible: they allow the position of artifacts to have a pre- cise meaning that is dependent on their position.
Borders Borders are lines that frame a space. They create edges that separate one thing from an- other. A border can be as simple as a line down the center of the page that separates the pros from the cons. By drawing a box or a circle you create a border that separates the inside from the outside.
Borders are imaginary lines. Nevertheless, borders are so important that for many people they are worth fighting wars over. One common example is the com- pass points on a map. By convention, north is usually up unless otherwise noted. Now, in addition to the borders that separate the countries, we have a common language for navigating within the space.
Unlike a border, which simply separates one thing from another, an axis is a line of force. It has direction. North may be indicated by a small arrow in the corner of a map, but nevertheless the idea influences the entire map. Like the north arrow on a map, many axes are not explicitly depicted but are implied by convention. For example, in Western countries people read left to right, so when you do something like place a bunch of sticky notes in a left-to-right sequence, many people will assume that you intend them to be read in sequence.
Similarly, if you organize things from top to bottom, many people will assume that you have ranked them in order of importance at least, in the West. Many methods for organizing ideas have implied axes that are not explicitly depicted. Like an archer shooting arrows at a target, you can estimate how close or how far a certain artifact is from the center you are aiming for. You can use concentric rings and axes in combination to delineate both degree and lines of force. Metric Versus Ordered Space To illustrate the difference between metric and ordered space, think about how we mea- sure time.
Ordered space is space where we care more about the order of things than their precise position. The exact times may be important also, but probably less so. If the first-place runner came in an hour before the second-place runner, and the second-place runner came in only minutes before the third-place runner, the order of their finishing is the same as though they all finished within seconds of each other.
Heavier or lighter? Longer or shorter? And so on. Grids The grid is simply what you see when you look at a chessboard, checkerboard, spread- sheet, or soldiers on parade. Rows and columns, rank and file.
The file or column is the vertical line. When people march in single file, it means they have lined up in a column, like the lines you see in the grocery store or the bank. The row or rank is the horizontal line. In combination, rank and file make up a grid, one of the most useful methods for organizing information.
Grids come in all shapes and sizes. You can use grids to organize physical space, such as the gridlines on a map. You can use a grid to formulate a search, such as in the game of Battleship. You can use a grid to lay out a web page or a magazine page. You can use it to do your bookkeeping, or to organize any set of numbers into columns and rows.
One very useful form of grid is to break a square into quadrants to organize informa- tion according to two criteria. Another useful method is to use a grid to sort things into columns or rows. Landscapes and Maps Sometimes it makes sense to think of information in terms of a landscape. Every busi- ness is on a journey of some kind, going from one place to another, and every market- place is a landscape with its own unique perils, challenges, and opportunities.
What journey is your business on? What does the road ahead look like? What obstacles lie in the immediate future? What is farther down the road?
What forces help drive you forward? What forces hold you back? Challenges are represented as a rough landscape, actions as an arrow, success factors as wheels, goals as a target, and so on. Metaphor Another way to organize information is to formulate analogies and conceptual links with other things.
Your information space can be represented by a house, an airplane, a building, an animal, a ship, a restaurant, or anything else that will help you break out of habitual thinking patterns. A good metaphor comes with a set of associations that will change your perspective and help you think differently about a topic. A metaphoric structure can help you ask new and thought-provoking questions that you may not have considered before. For example, a house is a common metaphor that leads to questions such as: What are the foundations?
What are the columns and beams that support the roof? What covers us? What is the floor, the walls? For example, I once worked with a recruiting company and we were using fishing as a metaphor for recruiting. That we are bait- ing them and that they will end up worse off?
Employing Visual Language In school we are taught that the fundamental things we need to learn to be successful in our society are reading, writing, and arithmetic.
The first several years of public educa- tion focus primarily on these fundamentals. In an industrial world, where every worker functioned as a standardized cog in a corporate machine, this may have made sense. As we have discussed, work today often must ad- dress unknowns, uncertainty, and ambiguous challenge spaces where solutions are not clear or standard, and where the ability to create and discover is more important than fitting a standard mold.
Our world has a rich history of creation and discovery. We have discovered the shape of the world, the elements of matter, and the laws that govern the movements of the stars. We have created technologies that can make us fly, allow us to talk to each other and see each other from anywhere in the world, and can move information at the speed of light.
The written word and mathematics are both powerful tools. They are lan- guages that we can use to make conceptual models, think about the world, and convey complex ideas to each other.
The great voyages of Columbus, Magellan, and James Cook would not have been pos- sible without advanced map-making capabilities.
The mathematical advances of Euclid, Descartes, and Newton would not have been conceivable without the use of pictorial diagrams.
The inventions of Leonardo da Vinci, Thomas Edison, and Tim Berners-Lee— the man who invented the Internet—were possible only because these people had the ability to visualize and draw their ideas. Nearly every human endeavor, when examined, reveals evidence of the importance of visual language. In legal proceedings, visual aids help juries decide complex cases.
Filmmakers create storyboards to help them bring screenplays to life. Medical illustration helps surgeons and other medical professionals learn their trade. The road signs we navigate by, the interfaces on our computer screens, and the logos that help us find the stores and brands we like are all examples of visual language in action. You can start with a pen and paper. But we have found that the biggest hurdle for most people is confidence.
If you can bring yourself to dive in and start drawing, the rest will take care of itself. So, with that in mind, here are a few concepts and exercises that you can use to start building some basic drawing skills.
Once you are familiar with these concepts you can use the same exercises to bring colleagues and other groups quickly up to speed. If you can draw these 12 shapes you can draw anything else you can imagine. The first six glyphs are linear. They can be linked to each other in a sequence or chain; they are open shapes that flow naturally together, so we call them flows.
Their names are point, line, angle, arc, spiral, and loop. Try drawing them now. When a line closes in on itself it tends to feel more like a solid object, because the border of a closed shape separates it from the back- ground, like an island. Closed shapes are distinct from the environment that surrounds them, which gives them the illusion of form, so we call these shapes forms. Their names are oval, eye, triangle, rectangle, house, and cloud. With these 12 glyphs you can draw anything.
The number of possible combinations is infinite. Hard to believe? First, see if you can make the let- ters of the alphabet using just the 12 shapes of the visual alphabet: Satisfied? From 12 come Look around you, wherever you happen to be at the moment. Pick out a few simple objects and see if you can draw them using just the shapes from the visual alphabet: Notice that the images in the preceding figure are labeled.
This is a key difference between drawing and visual language. Drawing in an artistic sense is about fooling the eye—making things appear like they appear in nature.
Visual language is about convey- ing meaning. Just about anything you want to communicate visually will probably require images of people at one point or another. First, imagine yourself mailing a letter. Pick up a piece of paper and pose yourself in that position to see how it feels.
You might want to do it in front of a mirror or ask a friend to take a picture at first. Over time, with practice you will be able to imagine and draw people without posing or reference. Pay special attention to the angle of the body; it conveys the essence of the action. Think about what you notice first when you see a person in the distance.
Most people draw a stick figure by starting with the head and adding the body afterward. This way of drawing a stick figure will almost always result in a big-headed, stiff stick figure.
Draw a rectangle to represent the trunk of the body, trying to keep it at approximately the same angle. Thus it is with a deaf and dumb person who, when he sees two men in conversation—although he is deprived of hearing—can nevertheless understand, from the attitudes and gestures of the speakers, the nature of their discussion. Draw a line to represent the ground and add lines for the legs and feet to connect the body to the ground. The next most important element to conveying attitude is the hands.
We use our hands for nearly everything we do. Have you ever heard the advice given to public speakers to use their hands and to gesture to help them reinforce their meaning? The same principle applies to stick figures. Now try drawing the arms in position. A small circle is usually sufficient to represent the hands. Notice that they are at different angles. Unless you are a soldier standing at attention, this is nearly always the case. We are constantly turning our heads to see better, to listen care- fully, and so on.
See if you can draw the head and attach it to the body with a single line at the right angle. Now that we have finished the figure we can think about the face. Think about the vari- ous smiley faces and other emoticons you can make on a computer keyboard. Those same combinations will suffice for nearly any facial expression you want. Adding a short line for the nose will help you show which direction the head is pointing. This can be especially important when you want to show two people interacting with each other.
Depending on where you live, yours may differ. I hope this short demonstration has convinced you that basic sketching skills are not out of your reach. Once you become comfortable with the preceding exercises, you can use them to help others become more comfortable with sketching their ideas. In numerous workshops, I have found that you can get through these exercises with a group in about 10 to 15 minutes. In the time it takes for a brief coffee break you can familiarize a group with these concepts and get them comfortable enough to begin sketching out their ideas.
Perspective One thing that often intimidates people is the notion of perspective. I have found it help- ful to describe the three primary methods that have been used to create a sense of visual space in the history of art. The one we are most familiar with is linear perspective, devel- oped during the Italian renaissance.
Linear perspective creates the illusion of space by imitating the view seen by the eye from a particular vantage point. This biennial international conference provides one of the most important opportunities for healthcare professionals from around the world to gather and exchange expertise in the research and practice of both basic and applied nursing informatics.
The book includes all full papers, as well as workshops, panels and poster summaries from the conference. Subjects covered include a wide range of topics, from robotic assistance in managing medication to intelligent wardrobes, and from low-cost wearables for fatigue and back stress management to big data analytics for optimizing work processes, and the book will be of interest to all those working in the design and provision of healthcare today.
If you want to discover how to plan and run effective meetings that solve problems, create solutions and create a culture of collaboration let the examples in this book guide you. This lesson includes a list of the 10 essentials for gamestorming. It's not an exhaustive list by any means, but rather a solid, dependable, basic toolkit. These are the methods we employ most often in our work, and they are also the things you will find most useful if you find yourself in a difficult meeting.
If you practice and become comfortable with these 10things, you will be able to work your way through nearly any challenge. While firmly acknowledging the importance of play in early childhood, this book interrogates the assumption that play is a birthright.
It pushes beyond traditional understandings of play to ask questions such as: what is the relationship between play and the arts — theatre, music and philosophy — and between play and wellbeing? What do Australian Aboriginal conceptions of play have to offer understandings of play? The book examines how ideas of play evolve as children increasingly interact with popular culture and technology, and how developing notions of play have changed our work spaces, teaching practices, curricula, and learning environments, as well as our understanding of relationships between children and adults.
Reconsidering the common focus on play in early education, to investigate its broader impact, this collection offers a refreshing and valuable addition to studies on play, reconceptualizing it for the 21st century. Important topics of IPS2 research presented at the conference are: planning and development, sustainability, business models, operation, service engineering, knowledge management, ICT, modeling and simulation, marketing and economic aspects as well as the role of the human in IPS2.
With only three finalists being selected each year, many excellent submissions do not receive the recognition they deserve. To rectify this, the ISPIM Dissertation Award cast its spotlight beyond the top three dissertations and onto a much greater number of entries. Compiling the top 28 submissions received this year, 'New Waves in Innovation Management Research' is organized into six thematic sections that cover areas such as investments, collaboration, and creativity.
Presenting a broad range of case studies and data from across global, this edited volume illustrates the breadth of research potential in the coming wave of innovation management. This book will be of interest to students, researchers and professional managers, alike, who are interested in or actively involved in the latest research on innovation management.
How well does your organization respond to changing market conditions, customer needs, and emerging technologies when building software-based products?
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