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Innovation Taboo Cards

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Corporate

Innovation
/ɪnəˈveɪʃ(ə)n/

NOUN
the commercialization of an idea
(the ability to create value through
new ideas and improved solutions)
How to play the game:

Divide the group into multiple teams of


3 players or more.

Select a Referee who will hold the cards


and assign points.

Each round, a different person from


one of the teams stands up in front of
their group and takes a card from The
Referee. This person becomes The
Consultant.

The Consultant has 30 seconds to


describe the word highlighted in red
without mentioning the ones in the
white area below it (which are the
taboo words).

While The Consultant is explaining


the word, The Consultant’s team has
to guess what the word is. If the team
succeeds, they earn one point. The
Consultant can then draw another card
and repeat the process to earn more
points in the remaining time.
What not to do?

If The Consultant mentions one of the


words in the white area, the team loses
one point.

The Consultant can skip a word if it’s


too difficult to explain. However, after
skipping two words, The Consultant’s
team will start losing one point for each
additional card that is skipped.
Why play this game?

The innovation world is full of buz-


zwords, and everyone seems to have
a different definition for each of them.
However, if we want to collaborate with
people from various backgrounds and
departments, it’s essential that we learn
how to speak the same language.

Learn to describe innovation terms


simply so that everyone understands
them and you’ll ensure your teams are
on the same page. That’s why we devel-
oped Innovation Taboo based on the
work of designers Henni Nguyen and
Lea Hertzfeld. This game will enable
you and your team to speak a universal
language of innovation.
Taboo
/təˈbuː/

ADJECTIVE
prohibited or restricted
by social custom
FOCUS

Aim
Concentration
Essential
Moment
Distraction
WORK

Profession
Job
Earning
Purpose
Outcome
CONNECTION

Network
Patterns
Process
Things
Understanding
IMPLEMENTATION

Idea
Sprint
Build
Project
Feasibility
COMPLEXITY

Chaos
Understanding
Systems
Structure
Define
NETWORK

Internet
Connections
Process
Collaboration
WiFi
LEAN
MANAGEMENT

Philosophy
Startup
Eric Ries
Waste
Improvement
AGILE

Software
Method
Teams
Process
IT
EMOTION

Feeling
Body
Research
Persona
Empathy
EMPATHY

Emotion
Understanding
Others
Feeling
Research
CONVERGE

Sensemaking
Diverge
Narrowing down
Double Diamond
Design Thinking
DIVERGE

Ideation
Research
Opening up
Design Thinking
Quantity
DOUBLE
DIAMOND

Design Thinking
Process
Brainstorm
Divergence
Convergence
ITERATION

Prototyping
Failing
Experimentation
Testing
Lean
PROTOTYPING

Test
Iteration
Concept
Design Thinking
MVP
DISRUPTIVE

Innovation
Business
Change
New
Radical
RADICAL

Disruption
Innovation
Business
Politics
Ideas
DESIGN

Approach
Business
Creativity
Process
Methodology
VIRTUAL REALITY

AR
Simulation
World
Immersive
Experience
DESIGN TOOL

Design Thinking
Framework
Process
Double Diamond
Business
TEAM

Collaboration
Sharing
Colleagues
Project
Skills
DOING

Making
Learn
Thinking
Fast
Prototype
IDEA

Insight
Creativity
Quantity
Thinking
Quality
PURPOSE

Value
Goal
Vision
Why
Impact
BUSINESS MODEL

Revenues
Canvas
Activities
Capture
Exchange
CREATIVITY

Doing
Intuition
Idea
Problem
Creation
DESIGN THINKING

Process
Mindset
Innovation
Customer
Phases
INNOVATION

New
Change
Creativity
Business
Disruptive
INTUITION

Idea
Inspiration
Feeling
Imagination
Gut
REVENUE STREAM

Cashflow
Revenues
Channels
Customers
Value
TRIGGER

Idea
Connection
Inspiration
HMW
Brainstorm cards
SILO

Corporation
Function
Structure
Hierarchy
Organization
IMAGINATION

Abstract
Thinking
Metaphors
Inspiration
Creation
FINANCE

Accounting
Costs
Revenues
Administration
Sheet
MVP

Prototypes
Experiment
Lean startup
Landing page
Acronym
STARTUP

Silicon Valley
Company
Disruptive
Lean
Innovation
THINKING

Brain
Design
Rational
Knowledge
Creativity
EXPERIENCE

Emotions
Memory
Workshop
Empathy
Moment
PROCESS

Structure
Double Diamond
Design Thinking
Methodology
Business
EXPERIMENT

Learning
Making
Fast
MVP
Assumption
IDEATION

Converge
Ideas
Diverge
Creativity
Tools
COLLABORATION

Project
Team
Design Thinking
Colleagues
Experience
CO-CREATION

Together
Collaboration
Design Thinking
Ideation
Process
MEANING

Purpose
Making
Insight
Research
Define
STRATEGY

Direction
Uncertainty
Leadership
Company
Tactic
CHAOS

Disorder
Order
Uncertainty
Design Thinking
Noise
COACHING

Teaching
Challenger
Growth
Objective
Support
PROGRESS

Direction
Improvement
Knowledge
Science
Innovation
MISSION

Future
Strategy
Purpose
Process
Goal
EXPLORATION

Journey
Discovery
Uncertainty
Problem
Insight
LEARNING

Thinking
School
Knowledge
Experience
Book
INSIGHT

Idea
Research
Understanding
Empathy
Tools
INSTINCT

Feeling
Nature
Self
Energy
Inside
ACCELERATOR

Intrapreneur
Program
Business model
Team
Innovation
DESIGNER

Graphics
*Any profession
Methodology
Customer
Product
PRACTICE

Theory
Discipline
Making
Profession
Perfect
FUTURE

Scenario
Forecast
Past
Present
Strategy
MOTIVATION

Emotion
Power
Action
Drive
Meaning
PATTERN

Combination
Connection
Thinking
Convergence
Sensemaking
ADMINISTRATION

Documents
Business
Routine
Projects
Consultants
STICKY NOTES

Post-its
Ideation
Colors
Paper
Design Thinking
CONCEPT

Idea
Outcome
Structure
Card
Converge
BUSINESS DESIGN

Innovation
Challenge
Accelerator
Methodology
Process
BRAINSTORMING

Idea
Team
Activity
Problem
Solution
CULTURE

Values
People
Beliefs
Norms
Strategy
TECHNOLOGY

Human-made
Production
Science
Innovation
Knowledge
SHARPIES

Pen
Colors
Write
Sticky notes
Workshop
HIRING

Interview
Employees
Join
Company
Stressful
ENTREPRENEUR

Founder
Startup
Project
Company
Product
DIGITAL

Analog
Internet
Website
Applications
Software
FUNNEL

Sales
Innovation
Guide
Moving
Steps
TREND

Research
Change
People
Pattern
Development
JOURNEY

Experience
Customer
Steps
Map
Interaction
PLANNING

Decision
Future
Team
Control
Steps
PRESENTATION

PowerPoint
Result
Pitch
Talk
Keynote

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