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Innovation Games: Creating Breakthrough Products Through Collaborative Play
book

Innovation Games: Creating Breakthrough Products Through Collaborative Play

by Luke Hohmann
August 2006
Beginner
192 pages
5h 9m
English
Addison-Wesley Professional
Content preview from Innovation Games: Creating Breakthrough Products Through Collaborative Play

Part One

3. Note that this definition means that all uses of the games—even when used in requirements management—are a form of market research.

4. The result you produce could be a report, a presentation, a debriefing meeting with senior executives, or a set of specific recommendations loaded into your requirements management or Product Lifecycle Management (PLM) system. You should choose the format that is most likely to motivate your team to take action.

5. Griffin, Abbie and John R. Hauser: “The Voice of The Customer” in Marketing Science, Vol. 12, No. 1, Winter 1993, pp. 1–27.

6. Place cards are an elegant way to control seating. See Part Three for more information on how to use place cards.

7. This is not applicable when playing Innovation ...

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Publisher Resources

ISBN: 0321437292Purchase book