Innovators' Marketplace: Using Games to Activate and Train Innovators: Understanding Innovation
Autor Yukio Ohsawa, Yoko Nishiharaen Limba Engleză Paperback – 13 apr 2014
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 693.06 lei 6-8 săpt. | |
Springer Berlin, Heidelberg – 13 apr 2014 | 693.06 lei 6-8 săpt. | |
Hardback (1) | 642.83 lei 6-8 săpt. | |
Springer Berlin, Heidelberg – 26 feb 2012 | 642.83 lei 6-8 săpt. |
Preț: 693.06 lei
Preț vechi: 815.37 lei
-15% Nou
Puncte Express: 1040
Preț estimativ în valută:
132.63€ • 137.96$ • 109.50£
132.63€ • 137.96$ • 109.50£
Carte tipărită la comandă
Livrare economică 12-26 aprilie
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9783642444562
ISBN-10: 3642444563
Pagini: 220
Ilustrații: XXIV, 196 p.
Dimensiuni: 155 x 235 x 12 mm
Greutate: 0.31 kg
Ediția:2012
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seria Understanding Innovation
Locul publicării:Berlin, Heidelberg, Germany
ISBN-10: 3642444563
Pagini: 220
Ilustrații: XXIV, 196 p.
Dimensiuni: 155 x 235 x 12 mm
Greutate: 0.31 kg
Ediția:2012
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seria Understanding Innovation
Locul publicării:Berlin, Heidelberg, Germany
Public țintă
Professional/practitionerCuprins
1. Introduction: innovation as a serious entertainment.- 2. Chance discovery as value sensing for innovation.- 3. Using maps for scenario externalization.- 4. Theories for innovative thought and communication.- 5. Analogy game: training and activating analogical thought.- 6. Innovators’ market game: communication with and for innovative thinking.- 7. Evidence-based guidelines for innovators’ marketplace.- 8. Innovators’ marketplace as integrated process: an industrial case.- 9. Application case: policies for long-lasting safety of nuclear power plants.- 10. Img on the web? And conclusion.- Index.
Textul de pe ultima copertă
This book presents a powerful method for innovation that reinforces combinatorial and analogical thoughts, with interdisciplinary communications among stakeholders in the market. In this method called Innovators' Marketplace, two games - Innovators' Market Game and Analogy Game - accelerate the spiral of innovation with visualizing data on the connectivity of pieces of existing knowledge. Some players invent ideas by connecting and combining pre-existing knowledge, while others evaluate the ideas to decide whether or not to buy. In a joyful atmosphere created by the games, players look beyond resistance to criticism, as experiments real cases show. They will start thinking and talking about the best segment of the majority, latent requirements in the future market, and scenarios for satisfying those requirements. This process embodies the principle that an interdisciplinary combination of business actors and resources, possibly with the appearance of new actors, triggers innovation.
Caracteristici
The first book presenting components and the overall process of Innovators’ Marketplace, a powerful and enjoyable process for innovation Real cases are shown, so that practitioners can learn how they can execute the process for their business Components of Innovators’ Marketplace, e.g., tools for data visualization, effects of criticism, and underlying philosophies for innovation, are shown which are in themselves useful for discovering useful ideas in business Easy guidance about original games (mentioned above in 3.12) with numerous illustrations and pictures Experimental results shown as evidences of the effects of the methods Includes supplementary material: sn.pub/extras