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E-grāmata: Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers

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  • Formāts: 290 pages
  • Izdošanas datums: 14-Jul-2010
  • Izdevniecība: O'Reilly Media
  • Valoda: eng
  • ISBN-13: 9781449395988
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  • Formāts: 290 pages
  • Izdošanas datums: 14-Jul-2010
  • Izdevniecība: O'Reilly Media
  • Valoda: eng
  • ISBN-13: 9781449395988
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We're moving from an industrial to a knowledge economy, where creativity and innovation will be the keys to value. New rules apply. Yet 200 years of industrial habits are embedded in our workplaces, our schools and our system of government. How must we change our work practices to win in the 21st Century? Gamestorming is a playbook for people who want to design the future, to change the world, to make, break and innovate. It's a rough-and-ready toolkit for inventors, explorers and change agents who want to use design thinking to navigate successfully in complex and uncertain knowledge and information spaces, to engage others, and to start, grow and sustain movements for change. Gamestorming is full of practical, proven solutions to common workplace challenges. Learn how to engage people in your project, to get better traction and move more quickly with groups, to make things happen and get better, faster decisions and results. * Use techniques to engage your team and help members collaborate effectively * Get "silent resisters" to reveal their concerns so they can be discussed and resolved * Generate ideas that may otherwise be lost * Identify the root cause of a problem, and determine points of greatest leverage * Turn common office supplies into powerful enablers for visual thinking * Learn the visual alphabet: twelve simple shapes that will enable you to clearly and concisely draw anything you can possibly imagine
Foreword xiii
Preface xv
Chapter 1 What is a Game?
1(14)
The Evolution of the Game World
2(2)
The Game of Business
4(1)
Fuzzy Goals
5(4)
Game Design
9(6)
Chapter 2 10 Essentials for Gamestorming
15(12)
1 Opening and Closing
15(2)
2 Fire Starting
17(1)
3 Artifacts
17(1)
4 Node Generation
18(2)
5 Meaningful Space
20(2)
6 Sketching and Model Making
22(1)
7 Randomness, Reversal, and Reframing
23(1)
8 Improvisation
24(1)
9 Selection
25(1)
10 Try Something New
26(1)
Chapter 3 Core Gamestorming Skills
27(26)
Asking Questions
27(5)
Creating Artifacts and Meaningful Space
32(7)
Employing Visual Language
39(10)
Improvisation
49(2)
Practice
51(2)
Chapter 4 Core Games
53(24)
The 7Ps Framework
54(2)
Affinity Map
56(3)
Bodystorming
59(2)
Card Sort
61(2)
Dot Voting
63(2)
Empathy Map
65(2)
Forced Ranking
67(2)
Post-Up
69(2)
Storyboard
71(3)
WhoDo
74(3)
Chapter 5 Games for Opening
77(60)
3-12-3 Brainstorm
78(2)
The Anti-Problem
80(2)
Brainwriting
82(2)
Context Map
84(3)
Cover Story
87(3)
Draw the Problem
90(2)
Fishbowl
92(3)
Forced Analogy
95(1)
Graphic Jam
96(2)
Heuristic Ideation Technique
98(2)
History Map
100(3)
Image-ination
103(2)
Low-Tech Social Network
105(2)
Mission Impossible
107(2)
Object Brainstorm
109(2)
Pecha Kucha/Ignite
111(1)
Pie Chart Agenda
112(2)
Poster Session
114(3)
Pre-Mortem
117(2)
Show and Tell
119(2)
Show Me Your Values
121(3)
Stakeholder Analysis
124(3)
Spectrum Mapping
127(3)
Trading Cards
130(2)
Visual Agenda
132(2)
Welcome to My World
134(3)
Chapter 6 Games for Exploring
137(94)
The 4Cs
138(3)
The 5 Whys
141(3)
Affinity Map
144(3)
Atomize
147(2)
The Blind Side
149(2)
Build the Checklist
151(2)
Business Model Canvas
153(2)
Button
155(1)
Campfire
156(2)
Challenge Cards
158(1)
Customer, Employee, Shareholder
159(2)
Design the Box
161(3)
Do, Redo & Undo
164(2)
Elevator Pitch
166(4)
Five-Fingered Consensus
170(1)
Flip It
171(3)
Force Field Analysis
174(3)
Give-and-Take Matrix
177(2)
Heart, Hand, Mind
179(2)
Help Me Understand
181(3)
Make a World
184(2)
Mood Board
186(2)
Open Space
188(2)
Pain-Gain Map
190(2)
The Pitch
192(2)
Product Pinocchio
194(7)
Post the Path
201(2)
RACI Matrix
203(2)
Red: Green Cards
205(1)
Speedboat
206(2)
SQUID
208(2)
Staple Yourself to Something
210(2)
SWOT Analysis
212(4)
Synesthesia
216(1)
Talking Chips
217(1)
Understanding Chain
218(3)
Value Mapping
221(2)
The Virtuous Cycle
223(2)
Visual Glossary
225(2)
Wizard of Oz
227(1)
The World Cafe
228(3)
Chapter 7 Games for Closing
231(22)
$100 Test
232(2)
20/20 Vision
234(3)
Ethos, Logos, Pathos
237(1)
Graphic Gameplan
238(3)
Impact & Effort Matrix
241(1)
Memory Wall
242(2)
NUF Test
244(2)
Plus/Delta
246(1)
Prune the Future
247(2)
Start, Stop, Continue
249(1)
Who/What/When Matrix
250(3)
Chapter 8 Putting Gamestorming to Work
253(6)
Imagine a World: The Betacup Story
253(1)
Game 1 Poster Session
254(1)
Game 2 Go for a Walk
255(1)
Game 3 Make Something Tangible
256(1)
Game 4 Bodystorming
256(1)
Gamestorming Results
257(2)
Index 259
Dave Gray is the Founder and Chairman of XPLANE, the visual thinking company. Founded in 1993, XPLANE has grown to be the world's leading consulting and design firm focused on information-driven communications. Dave's time is spent researching and writing on visual business, as well as speaking, coaching and delivering workshops to educators, corporate clients and the public. He is also a founding member of VizThink, an international community of Visual Thinkers. 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 large technology and government clients develop their vision, strategy and communication plans. He actively obsessed with understanding what things are, the way they work, and why they matter. He is also an active gamer and occasional inventor of card games.