iiw-2009a games (session f10)

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  • 1. Innovation, Design, & Serious Games Nancy Frishberg & Kaliya Hamlin Internet Identity Workshop 2009 Session F-10
  • 2. What? Any of a dozen structured activities, such as those suggested in Luke Hohmanns book Or, custom designed activities, such as participatory design, paper prototyping, prototyping with junk, etc.
  • 3. Who? Facilitator Observers Customer (or User or Target) Facilitator: - neutral party in context with customers - helps to focus the question - POV? Listening with care Customers/Users/Team members - target for purchase of product or service (=customer) - target for use of product or service (=user, possibly several categories) - peers or teammates with different perspectives or tasks Observers - Stakeholders who make decisions (policy, price, features, timing, etc) about product & service - Task during game: Take notes about whats said, not said, and what responses players give each other (verbal and non-verbal) - No-no: Do not address players directly in this setting during game play
  • 4. When? For software development projects * * * * Early in process for products. At any of several junctures. Works well with Agile software development processes, because customer data can inform schedules of features and releases. For team building, insert games before team communication problems become institutionalized. Or use them when you can identify the right mix of customers and users. Image from http://www.cooper.com/journal/agile2008/
  • 5. How long? 12 9 3 6 Synchronous play (whether co-located or distributed/remote) encourages maximum interactive experience, responses to one another and effectiveness for observers. 1-2 hours per event, depending on size of group and which game/activity is chosen.
  • 6. How many? 1-2 games in a half-day session; 3 per day is probably limit for all participants Observer brieng (required) can be held within the previous week. Just reminders happen during registration.
  • 7. How? How to decide which games to choose? Match goal of activity to product needs, plus amount of effort to produce each game. Lukes 6 dimensions for games (with 3 levels for each) help selection. Other dimensions also may matter, such as whether a game is suitable for team play (collaboration), vs. a group (several players competing) vs. individual (each person completes the task alone, then shares work). (This diagram and its companion on the next slide are an alternative view of the information in Hohmanns book. It was developed with the support of Vinq, LLC.)
  • 8. Which ones? Heres how those dimensions play out for Hohmanns 12 Innovation Games. Other games might target additional dimensions. And as more serious games & design games come online, there will be the additional factors of remote/distributed play, synchronous and asynchronous play.
  • 9. Why? Variety of benets Engages participants quickly Triggers appropriate discussion Rapid results for product team Games are both like & unlike focus groups Like focus groups, games involve a group of people recruited for a specic time to consider an organizations products, goals or schedule. Unlike focus groups, the activities in games sessions are directed toward the other participants (rather than a discussion moderator), the questions are not scripted, but are obliquely part of the game play, strategy or tactics, and the observers are in the room with the players. Its easier to reduce the impact of a single assertive participant and increase the impact of those who politely wait their turn.
  • 10. Why? Range of responses Teamwork Groups Individual responses from Team or Group or Individuals, depending on which game is chosen, and how the game is implemented.
  • 11. Why? Expressive materials Taps forms expression from participants that are often hidden at work: fewer bullets, fewer spreadsheets more physical materials, more attitude, more values, more preferences, more behavior data
  • 12. Why? Data-driven decisions ...based on customer and user behavior, ideas and preferences avoid religious or political disagreements within the product team. Here various ideas yield an ordered list of features, with customer motivations for each choice.
  • 13. Why? Surprisingly FUN Breakthrough results that surprise the stakeholder teams and energize customers with FUN! Illustrations of artifacts created in sessions of Spider Web, 20:20, and Product Box.
  • 14. Want more? Innovation, Design & Serious Games Exchange 2009 San Francisco June 26 http://www.enthiosys.com/news-events/idsge/
  • 15. Contact us Nancy Frishberg nancyf (at) acm (dot) org @nancyf Kaliya Hamlin kaliya (at) mac (dot) com @identitywoman