last 2013 - use games to innovate

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Ban the boring one hour requirements gathering and design meetings forever ! Agile teams can use InnovationGames to engage with their customers in a fun way and build better products together from the great new insights gained from serious games.

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How can we better ….

1.  Collaborate with customers? 2.  Collect requirements? 3.  Design our solutions? 4.  Prioritise features? 5.  Evolve design? 6.  Build innovation in? 7.  Satisfy our customers?

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Universe of Innovation

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Adapteted  from  Greg  Satell  HBR  -­‐    h5p://blogs.hbr.org/cs/2013/02/before_you_innovate_ask_the_ri.html    

Bitcoin    NeHlix  

Amazon    Google    Apple  

Apple      

IBM    Labs  

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Remember, we’re talking Innovation not Invention ! Invention is more about thinking up cool stuff. Innovation is successfully applying inventions in practice to become something valuable.

Adapted  from  h5p://iwww.innovaOonexcellence.com  

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Collaboration is a recursive process where two or more

people or groups work together in an intersection of common goals — for example, an

intellectual endeavor that is creative in nature—by sharing

knowledge, learning and building consensus

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Kapow !

h5p://www.innovaOongames.com  

Let  the  Games  begin  !  

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Innovation Games® are serious games that solve a wide range of product management and development problems across the development lifecycle. They are played: •  with customers & internal stakeholders •  online or in-person •  within or across organizational units •  in single or multi-game formats  

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Manage    strategic    roadmaps  

Iden1fy    New  Products  

Determine  Product  Interac1ons  

Train    Sales  Teams  

Priori1ze  Features  

Improve  Marke1ng    Messages  

Priori1ze  Project    PorAolio  

Iden1fy  Product  Enhancements  

Priori1ze  User  Ideas   Priori1ze  Strategic  Projects  

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Not  Work  (Leisure)  

Pleasure  

Work  

Play  

Not-­‐Play  

External  Goals  Internal  Goals  

Not-­‐Pleasure  

Adapted  from  h5p://it.coe.uga.edu/~lrieber/resources/blanchardmodel.gif  

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Innovation requires a process,

others to collaborate with,

and tools…

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From Idea (or problem)…

… to Action (Done)

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20  

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Prune the Product Tree

Goal: Understand the evolution of your offering.

•  Draw  a  tree  to  represent  growth  of  your  offering  

•  Add  current  ideas  from  your  roadmap  as  leaves  and  apples.  

•  5  to  8  invited  stakeholders  shape  the  “growth”  of  your  offering.  

•  Captures  very  rich  informaOon  about  percepOons  of  the  future,  Oming  of  new  concepts,  balance,  and  relaOonships  among  ideas  

 

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Speed Boat

Goal: Identify Pain Points and Issues

•  Draw  a  speed  boat  or  a  yacht  and  explain  that  it  needs  to  go  as  fast  as  possible,  but  shallow  and  deep  anchors  hold  it  back.  

•  IdenOfy  the  problem  and  phrase  it  as  a  quesOon.  

•  5  to  8  stakeholders  add  anchors  that  keep  the  boat  back.  

•  A^erwards  they  talk  about  the  problems,  issues  and  risks,  and  also  start  exploring  what  it  would  take  to  remove  anchors.  

 

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Spider Web

•  Individually  or  teams  of  5  to  8  people.  •  Place  something  in  the  center  –  you  or  a  

stakeholder  or  customer  of  your  so^ware.  •  IdenOfy  stakeholders  that  are  directly  connected  to  

the  center.  •  Draw  stronger  or  thinner  lines  to  show  the  strength  

of  the  relaOonship.  •  Connect  them  together  –  move  out  to  the  edge  of  

the  web.  •  Provides  insights  about  stakeholders,  users  and  

customer  networks.  

Goal: Explore Relationships

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h5p://www.flickr.com/photos/innovgames/8000409711/in/photostream/  

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Product Box

•  Individually  or  teams  of  2-­‐5  people    •  Look  at  a  breakfast  serial  box  or  so^ware  box  •  IdenOfy  the  “product”  to  develop  •  Provide  lots  of  colorful  staOonary  •  Let  creaOvity  reign  •  Teams  or  individuals  present  their  product  boxes  

and  talks  about  the  “features”  •  Collect  the  boxes  to  develop  a  backlog  of  great    

features.  

Goal: Design Product Features

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Hot Tub

•  Teams  of  5  to  8  people.  •  Observers  and  parOcipants.  •  IdenOfy  weird  and  outrageous  features  as  part  of  

your  so^ware  i.e.  “USB  knife  sharpener”.  •  Present  the  ideas  to  the  parOcipants.  •  Let  them  discuss  the  feature.  •  Observe  their  reacOons  and  where  the  discussion  is  

leading.  

Goal: Outrageously Innovative

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Buy a Feature

•  A  list  of  12-­‐20  items  (features  or  projects)  are  described  in  terms  of  benefits  and  cost  

•  5  to  8  invited  stakeholders  given    limited  “budget”,  must  reach    consensus  on  projects  to  “buy”  

•  Captures  very  rich  informaOon  about  customer  moOvaOons,  trade-­‐offs,  objecOons,  actual  collecOve  needs  

In-­‐person  •  Provides  rich  opportunity  for  “new”  ideas  Online  •  Captures  data  for  sophisOcated  analysis  of  

preferences  

Goal: Prioritize Features

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Start your day Remember the future

•  Teams  of  5  to  8  people.  •  Use  a  future  point  with    Ome,  weeks,  months  scale.  •  Present  a  real  life  scenario  experience  somewhere  

in  the  future  i.e.  using  your  soluOon  on  a  daily,  weekly,  monthly  basis.  

•  ParOcipants  idenOfy  experiences  that  unfolds  on  the  Omeline.  

•  Items  can  be  linked  together  to  show  relaOonships.  •  MulOple  tracks  can  be  added  by  mulOple  teams  and  

connected  together.  

Goal: Develop use case roadmaps

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My Worst Nightmare

•  Pens  and  paper  •  IdenOfy  an  exisOng  or  future  soluOon  or  parOcular  

feature  •  Ask  people  to  draw  their  worst  nightmares.  •  People  present  their  drawings  to  the  group    •  Observe  and  discuss  any  posiOve  and  negaOve  

a5ributes  from  a  worst  nightmare  event.  •  Discuss  what  sweet  dreams  look  like  a^erwards.  •  Lets  people  vent  some  of  their  frustraOon.    

Goal: Identify what can go wrong

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Lets  Play  !  

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Speedboat:  What  is  holding  us  back  from  becoming  an  Agile  organisaOon  with  high  performance  that  delight  their  customers  ?      “Iden5fy  shallow  and  deep  anchors,  Iceberg  that  may  sink  the  ship  if  we  don’t  steer  around  them,  and  the  favorable  winds  that  we  need  to  push  us  forward”  

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•  Stakeholders  want  an  exact  outcome  for  fixed  cost  •  Distributed  Teams  •  The  importance  placed  on  old  culture  •  Entrenched  management  style  •  Lack  of  skills  and  experience  •  No  senior  leadership  buy-­‐in  •  No  commitment  to  agile  change  •  Management  micro  managing  delivery  teams  •  People  don’t  want  to  change  •  Mistaken  belief  that  we  are  already  an  Agile  organisa5on  •  Fear  of  failure  masked  by  too  much  up-­‐front  thinking  and  design  •  Closed  Minds  •  Unwilling  execu5ves  resistant  to  change  •  Tradi5onal  thinking  mindset  •  Teams  not  on  same  mindset  •  Lack  of  collabora5on  •  Conflict  with  other  teams  that  work  waterfall  non-­‐agile  •  Cannot  Influence  or  invoke  collabora5on  in  a  matrix  structure  •  Lead  tech  doesn’t  believe  in  it  •  Cosy  deal  with  big  consul5ng  organisa5on  •  We  have  always  done  it  this  way  

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•  Major  Agile  Team  or  Project  Failure  •  Arrogance  that  “of  course  we’re  doing  Agile  right”  •  Lack  of  Senior  Management  Involvement  •  Agile  Team  Building  Ac5vi5es  •  Collabora5on  •  Unclear  Scope  •  “One  Size  fits  All“  Approach  •  People  losing  their  power  •  Digression  to  Old  Behaviours  •  Lack  of  educa5on  of  Agile  prac5ces  •  Conflic5ng  priori5es  across  business  units  •  Distributed  Team  not  co-­‐located  •  Size  of  customer  engagement  •  Lack  of  customer  buy-­‐in  to  Agile  •  Too  busy  to  “re-­‐think”/improve  prac5ces  •  Management  processes  entrenched  and  resistant  to  change  •  Varied  levels  of  understanding  Agile  “managing  percep5ons”  •  Blame  culture  •  Scale  of  Projects  

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•  Empowering  development  teams  •  Whole  of  business  engagement  •  Higher  collabora5on  in  and  between  teams  •  Con5nuous  improvement  and  feedback  •  Enthusias5c  management  •  Include  everyone  needed  early  on  in  itera5on