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Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakersby Dave Gray
Synopses & Reviews
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.
Book News Annotation:
The 80 games in this workbook help business teams brainstorm creative solutions to problems and ideas for new products and processes. For each exercise, the authors explain the object of play, recommend the number of players and time duration, and provide instructions for leading the activity. Annotation ©2011 Book News, Inc., Portland, OR (booknews.com)
This book demonstrates how visual thinking can make a huge difference in the way managers conduct planning sessions, present information, and discuss ideas. "Knowledge Games" offers practical, proven solutions to common team-based problems.
Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.
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.
How well do you manage team-based projects? This book demonstrates how visual thinking will make a huge difference in the way you conduct planning sessions, present information, and discuss ideas. By managing a project visually, you will improve creativity and teamwork, avoid being overwhelmed by mountains of data, and make ideas easier to share and implement.
The Visual Thinking Playbook offers practical, proven solutions to common team-based problems, as well as clear and efficient ways to process, communicate, and display information — whether you're conducting meetings in-person or online. Learn three universal categories of meetings and how they should be approached differently 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
About the Author
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.
Table of Contents
DedicationForewordPrefaceChapter 1: What Is a Game?Chapter 2: 10 Essentials for GamestormingChapter 3: Core Gamestorming SkillsChapter 4: Core GamesChapter 5: Games for OpeningChapter 6: Games for ExploringChapter 7: Games for ClosingChapter 8: Putting Gamestorming to WorkAcknowledgementsColophon
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