Innovation Games
Creating Breakthrough Products Through Collaborative Play
Résumé
Innovation Through Understandings
The 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 features
Innovation 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.
L'auteur - Luke Hohmann
LUKE HOHMANN, Education Technical Director at
ObjectSpace, Inc., has taught object-oriented technology
and software engineering management for companies such as
Sprint, Kodak, E-Systems, Ernst & Young, and Bell
Atlantic. From 1985 to 1993, he worked at several positions
for Electronic Data Systems, including Vice President of
Systems Engineering at EDS Fleet Services. From 1988 to
1992, he was also a member of the Highly Interactive
Computing Environments (Hi-CE) research group led by Elliot
Soloway, Ph.D., at the University of Michigan, where among
other projects, he designed programming environments to
help novice developers learn design skills.
Sommaire
- Part One: The Why and the How of Innovation Games
- Part Two: The Games
- Prune the Product Tree
- Remember the Future
- Spider Web
- Product Box
- Buy a Feature
- Start Your Day
- Show and Tell
- Me and My Shadow
- Give Them a Hot Tub
- The Apprentice
- 20/20 Vision
- Speed Boat
- Part Three: Tools and Templates
- Conclusion
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | Luke Hohmann |
Parution | 05/10/2006 |
Nb. de pages | 162 |
Format | 20 x23 |
Couverture | Broché |
Poids | 390g |
Intérieur | Quadri |
EAN13 | 9780321437297 |
ISBN13 | 978-0-321-43729-7 |
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