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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
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
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.
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 Café;
Chapter 7: Games for Closing;
[...]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: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
Erscheinungsjahr: | 2010 |
---|---|
Fachbereich: | Management |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | 266 S. |
ISBN-13: | 9780596804176 |
ISBN-10: | 0596804172 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Gray, Dave
Brown, Sunni Macanufo, James |
Redaktion: | Wheeler, Colleen |
Illustrator: |
Gray, Dave
Brown, Sunni |
Hersteller: |
O'Reilly Media
O'Reilly Media, Inc. |
Abbildungen: | Illustrations |
Maße: | 233 x 179 x 21 mm |
Von/Mit: | Dave Gray (u. a.) |
Erscheinungsdatum: | 23.07.2010 |
Gewicht: | 0,509 kg |
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.
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 Café;
Chapter 7: Games for Closing;
[...]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: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
Erscheinungsjahr: | 2010 |
---|---|
Fachbereich: | Management |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | 266 S. |
ISBN-13: | 9780596804176 |
ISBN-10: | 0596804172 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Gray, Dave
Brown, Sunni Macanufo, James |
Redaktion: | Wheeler, Colleen |
Illustrator: |
Gray, Dave
Brown, Sunni |
Hersteller: |
O'Reilly Media
O'Reilly Media, Inc. |
Abbildungen: | Illustrations |
Maße: | 233 x 179 x 21 mm |
Von/Mit: | Dave Gray (u. a.) |
Erscheinungsdatum: | 23.07.2010 |
Gewicht: | 0,509 kg |