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Innovation Games: Creating Breakthrough Products Through Collaborative PlayAugust 2006
Publisher:
  • Addison-Wesley Professional
ISBN:978-0-321-43729-7
Published:01 August 2006
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Abstract

Innovation Through UnderstandingsmThe toughest part of innovation? Accurately predicting what customers want, need, and will pay for. Even if you ask them, they often can't explain what they want. Now, there's a breakthrough solution: Innovation Games. Drawing on his software product strategy and product management consulting experience, Luke Hohmann has created twelve games that help you uncover your customers' true, hidden needs and desires.You'll learn what each game will accomplish, why it works, and how to play it with customers. Then, Hohmann shows how to integrate the results into your product development processes, helping you focus your efforts, reduce your costs, accelerate time to market, and deliver the right solutions, right from the start. Learn how your customers define success Discover what customers don't like about your offerings Uncover unspoken needs and breakthrough opportunities Understand where your offerings fit into your customers' operations Clarify exactly how and when customers will use your product or service Deliver the right new features, and make better strategy decisions Increase empathy for the customers' experience within your organization Improve the effectiveness of the sales and service organizations Identify your most effective marketing messages and sellable featuresInnovation Games will be indispensable for anyone who wants to drive more successful, customer-focused product development: product and R&D managers, CTOs and development leaders, marketers, and senior business executives alike.

Contributors

Reviews

David Gary Hill

The title of this book Innovation games is an accurate description of its focus. However, the use of the word “games” does not necessarily convey the serious nature of the market research approach that the book discusses. The 12 games discussed in the book are an effective way to conduct primary qualitative market research. The basic premise is that customers, by playing well-crafted games, can contribute information that an organization can use to gain insight into how to deliver better products and services. In effect, this is innovation through the use of customer feedback. The book is divided into three parts. Part 1 discusses the why and how of innovation games. Its focus is on legitimizing innovation games as qualitative market research that can serve as an effective alternative to standard techniques, such as focus groups and conjoint analysis. The author makes a strong case for the use of innovation games. The second part of the book describes the 12 games. The discussion for each game follows a standard format: what the game is and what it does, why the game works, what materials are necessary for the game, how the game is played, how the results of the game are processed, and how an organization can use a game. Each game has a separate and distinct purpose. Companies should only select the ones that meet their needs. For example, a company might be interested in creating a product that customers desire, in finding out how customers define success in using a product, or in better understanding product relationships within an ecosystem. The final part of the book describes tools and templates that are useful for playing the games. Planning for the games is discussed in detail. The explanation of the games and how to use them is clear and straightforward, as is the rationale for their use. Readers who want to improve their product innovation process by using qualitative market research should seriously consider the innovation games described in this book. Online Computing Reviews Service

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