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Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (Inglés) Pasta blanda – 30 jul 2010
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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
Biografía del autor
Dave Gray, SVP Strategy, Dachis Group, is an author and management consultant who works with the world's leading companies to develop and execute winning strategies. His previous book, Gamestorming (O'Reilly), has sold more than 50,000 copies and has been translated into 14 languages.
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 largetechnology and government clients develop their vision, strategy andcommunication plans. He actively obsessed with understanding whatthings are, the way they work, and why they matter. He is also anactive gamer and occasional inventor of card games.
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If the authors ever update it, I would like to see a better index the games (Kindle version really fails), possibly a table which lists all games and a very short description. Besides a better TOC of games, I'd add a new section of "game storming examples". Instead of the very brief ending of one example, I'd provide 8 to 15 short examples of full game storming sessions with the agenda, for typical use cases that are the lifeblood of planning, strategy and other frequently occurring meetings. These should depict the agenda visually if possible (how things connect).
I read books in bursts, when I call on others wisdon to move myself ahead in a particular direction. This time, my new role involves innovation, marketing and strategy. This book should cost $5000, come signed and with a return envelope to thank the authords. It's value lies in providing a very sharp color palette and tools to collaborate in the seams betweek group knolege, teams and business challenges. As an economist, marketing person and researcher (analytic thinker) I can essily see why, when and how to apply many of the games in real life scenarios. The instructions are very well balanced, with enough detail to make them work, ut not more than it becomes too fixed or rigid (or boring). The goal is to USE these. And it is exhausting to go over all the posibilities. So you could try some if doing a quick read of the entire book exhausts you too much. But Inchose to force. I opted to read all of it first and think scenarios where I could use the methods. It have already started to create different kinds of workshops in my mind as I do this. Additionally, just reading the methods, some of which you may be familiar with, retriggers things you knew and forgot. In some other cases the instructions are so sound you'll note you where doing something wrong in the past. It shows they have practiced, and the variarions and short advice will make so much sense especially when you have sern some of the Methods in action, and know there's 20% that you'll need to deviate little or bend some rules-and to make sure you manage expectations, calm, clarify or less people lose the stress (eg. no wrong way here).
This book is a gift from the authors. It's hugely dense by its very own nature, and may overwhelm if you want to read from A to Z. Jt And there lies its strength: a solid palette, a good initial framework, and very sound advice, instructions and, did I say the best compilation of ideas on the topic ever?
PROS: Gamestorming is an engaging, one-of-a-kind resource for using games in business settings. The introduction and early chapters are well geared to those without much gaming background and do a good job explaining how games can be used to help groups define problems, clarify thinking, generate ideas and ID next steps. There is even a small section with simple drawing tips for illustrating ideas...a nice addition. The diverse selection of games, which appropriately fills more than three-quarters of the book, is applicable to a range of situations. Think of it like a collection of "recipes" for games, which good facilitators can follow exactly or adapt to their own needs. Purely as an idea book for business games, it would rate at least a "4" but there are a few things that make it less useful than it probably could be for some audiences.
CONS: The book is ambitiously written for "the novice and the experienced practitioner alike," but appealing to everyone can be tough. Novice facilitators will like the intro but may find the later sections somewhat lite on game strategy. It's just hard in a few paragraphs to fully explain each game's flow or give newcomers much in the way of tips or trouble shooting to make a confident go of it. A beefed-up focus on "how to" might have been better for this group (those looking for a primer on facilitation may want to check out Kaner's "Facilitator's Guide to Participatory Decision-Making"). By contrast, seasoned facilitators might want more nuance in other areas, like how to organize the rich info games generate for later use, so it isn't reduced to a bunch of meaningless sound bites -- a challenge with any brainstorming session. Finally, to round out its practical application, a few more examples or links showing how games can be used to solve real-life problems would help (see Daniel Hoang's Amazon review of Gamestorming, for several good online links).
The examples of games are abundant. However, too many of the examples seem too similar, almost as if they are included to provide a deceptive feeling of abundance. It makes you want to apply Affinity Mapping approach to many of these games to outline the similarities as the core concept for groups of games and just add some notes on possible variations.
Overall, it's s a helpful handbook with ever-useful practices.