

Paperback: 192 pages
Publisher: Addison-Wesley Professional; 1 edition (September 7, 2006)
Language: English
ISBN-10: 0321437292
ISBN-13: 978-0321437297
Product Dimensions: 7.9 x 0.7 x 8.8 inches
Shipping Weight: 12.8 ounces (View shipping rates and policies)
Average Customer Review: 4.8 out of 5 stars See all reviews (25 customer reviews)
Best Sellers Rank: #205,581 in Books (See Top 100 in Books) #44 in Books > Computers & Technology > Business Technology > Software > Project Management Software #182 in Books > Business & Money > Marketing & Sales > Marketing > Research #239 in Books > Textbooks > Computer Science > Software Design & Engineering

I run user experience research for one of the big tech firms in Seattle. I've been using this book recently to bring some more creativity and variety to the activities we do in our studies. I've found the games are really practical, and there is just-enough material on each to get going. So I'd definitely recommend it.However, if someone isn't already familiar with running games like this, then they may need quite a bit of practice first. Since, the actual instructions are only part of the story: setting the right mood in the room is important, as is one's manner as a facilitator. The best way of learning this is practice, and working with someone who is already good at this and learning from them. Yet, as book go, there is another book I recommend on the subject: Moderating to the Max, and the Culture Code.
The process of eliciting requirements suffers from some of the same problems as the process of collecting information for expert systems. A person does not really know how much he or she knows about a subject. Each of us knows something so well, that much of what we know is not part of our conscious awareness. It is hard to bring that information to the conscious mind to share with another person.What this tells me is when I am in the role of eliciting requirements from another person, I need many different ways of getting information, because different means will achieve different results. I can take an analytical approach (tell me about...), a physical approach (show me ...), and a creative approach (let's play a game ...). The more approaches I use, the more information I will get.What I love about Innovation Games is that games use a part of the brain that we tend to ignore when "at work", bypassing the analytical parts and tapping into the fun, creative areas. This is a great way to find new information about the requirements of a product or service. I think it works especially well because most people I interview are expecting an analytical approach, and using games brings a fresh perspective.Luke Hohmann has really captured a great set of games. He explains the games very clearly, and gives detailed instructions for how to organize an Innovation Games session so that everyone can make effective use of his techniques.Thanks so much Luke for bringing us another great book.
With the disclaimer that I worked with Luke while some of the ideas that turned into the Games where bouncing around in his head, I have seen these games work to produce tangible results. (We used an early version of Remember the Future to develop the successful plan for our first product deployment.)In "Blink", Malcom Gladwell makes the point that if you ask people what they want, they will tell you what they *think* they want. (When asked, nobody thought they wanted the Aeron chair. Oops.) It takes a bit of digging to get beneath the thought level, tapping into real emotional wants and needs to extract ideas for products that stand a chance of being wildly successful. The Innovation Games help with that digging, engaging players above and below the level of concious thought.
It isn't the job of your customer to translate their needs into your product offerings. Of course, everyone says you just need to listen to your customer, but no one says how. In "Innovation Games" Luke Hohmann describes 12 games you can play to help you better understand your customers' needs and help you discover great products.In part I, Luke first provides an overview for understanding and implementing innovation games. He then discusses the process from selecting the game to interpreting the results.In part 2, twelve separate games are described which can help you understand one or more of the following: - Unmet and/or idealized market needs - Products and services usage and relationships - Product and service functionality - How to shape your product for the futureFinally, in part 3 tools and templates are provided to help you quickly start playing innovation games with your customers.In a world where the mantras of "innovate" and "listen to your customer" prevail, Luke Hohmann gives you usable tools to help you do just that.
I like this book because it's full of practical tools on discovering your customer's needs, wants, and likes. As an agile innovation consultant, I have used several techniques from this book to help customers describe their most important features (product box) and then prioritize them (buy a feature). The author emphasizes the need for thorough preparation and documentation while making the business process seem fun like a game.I highly recommend this book to anyone who is trying to draw out customer requirements. There are even some techniques for discovering the killer features that will set your product apart from your competitors' (Give them a hot tub). I plan on using these techniques in upcoming customer engagements especially for helping them with strategic direction and product requirements gathering.It's a must for any innovation professional.Armond Mehrabianamehrabian@portofinosolutions.comTwitter: @armond_m
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