Have a funday at work
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Transcript of Have a funday at work
Have a funday at work J
Tathagat Varma
VP, Strategic Process Innovations and HR,
[24]7 Innovation Labs
How is your typical work day?
h"p://cementeclipses.com/Works/follow-‐the-‐leaders/
Stand-ups?
Innovation Games® fun ways to collaborate with customers to
better understand their needs
Collaborative Play
Co-creation
Visual Thinking
Four Defining Traits of a Game
Game
Goal
“sense of purpose”
Rules
“unleash creativity and
foster strategic thinking”
Feedback system
“provides motivation to keep playing”
Voluntary participation
“establishes common ground”
“Reality is Broken: Why Games Make Us Be"er and How They Can Change the World” – Jane McGonigal
Silos à Co-creation
h"p://techlunaHc.com/2011/12/how-‐to-‐use-‐co-‐creaHon-‐to-‐market-‐your-‐blog/
Literacy à Numeracy à Graphicacy
65%
Visual Learners
Faster processing of visual info over
text
90% InformaHon coming to brain is visual
StaHsHcs source: h"p://visualteachingalliance.com/
Improvement in learning through visual aids
In the book…
Which one to use when?
Product Box
h"p://www.innovaHongames.com/product-‐box/
Goal: Identify the most exciting product features
Product Box
Ask your customers to imagine that they’re selling your product at a trade show, retail outlet, or public market. Give them a few cardboard boxes and ask them to design the product box that
they would buy.
The box can contain anything they want—marketing slogans
that they find interesting, pictures, price points. They can build elaborate boxes through the materials you’ll provide or
just write down the phrases and slogans they find most
interesting.
When finished, ask your customer to use their box to sell
your product to you and the other customers in the room.
Show and Tell Goal: Identify the most important artifacts created by your product
Show and Tell
Ask your customers to bring examples of artifacts created or modified by your product or service.
Ask them to tell you why these artifacts are important and
when and how they’re used.
Bodystorming
• Goal: To help designers derive new ideas and unexpected ideas by physically experiencing a situation.
• Bodystorming is a unique method that spans empathy work, ideation, and prototyping.
• Bodystorming is technique of physically experiencing a situation to derive new ideas. It requires setting up an experience - complete with necessary artifacts and people - and physically “testing” it.
• Bodystorming can also include physically changing your space during ideation. What you're focused on here is the way you interact with your environment and the choices you make while in it.
Why Bodystorm?
• We bodystorm to generate unexpected ideas that might not be realized by talking or sketching.
• We bodystorm to help create empathy in the context of possible solutions for prototyping. If you're stuck in your ideation phase, you can bodystorm in the context of a half-baked concept to get you thinking about alternative ideas.
• Designing a coffee bar? Set up a few foam cubes and "order" a coffee! Bodystorming is also extremely useful in the context of prototyping concepts. Have a couple concepts you're testing? Bodystorm with both of them to help you evaluate them. Developing any sort of physical environment demands at least a few bodystorms…
How to Bodystorm?
• Let’s do it J …
Wrap-up
Make meetings optional Make them short Make people get up Visualize your ideas Play games Have funday at work J
References
• https://dschool.stanford.edu/groups/k12/wiki/48c54/Bodystorming.html
• https://www.wickedproblems.com/6_bodystorming.php
• http://dux.typepad.com/dux/2011/04/uxd-method-11-of-100-bodystorming.html
• https://www.atlassian.com/time-wasting-at-work-infographic