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Innovation Games® Practitioner Course: Dec. 2010

Thursday, December 9, 2010 at 8:00 AM - Friday, December 10, 2010 at 5:30 PM (ET)

New York, NY

Innovation Games® Practitioner Course: Dec. 2010

Ticket Information

Ticket Type Remaining Sales End Price Fee Quantity
Early Bird   more info 15 tickets Ended $895.00 $9.95
General Admission   more info 15 tickets Ended $1,195.00 $9.95

Event Details

Join us on December 9-10, 2010 for our Innovation Games® Practitioner course. 


Date: December 9-10, 2010

Timing: 8:00 AM – 5:30 PM

Location: New York, NY

Venue: NYC Seminar & Conference Center


Course Description

Modern product development practices, especially those that focus on innovative products and services, place great emphasis on having development teams work directly with customers. This is good news, for the foundation of innovation is a genuine understanding of your customers, and then using this understanding to create more effective ways of solving their problems.

This two-day, interactive course, based on the material in Luke Hohmann's book, tackles the challenge of developing customer understanding by providing you with a fresh perspective on how to use a variety of games with your customers to develop the understanding that forms the foundation of innovation. You’ll find that if you use them, you’ll come to understand what your customers really want. You’ll have fun doing it. Perhaps more importantly, they’ll have fun doing it. Armed with this understanding, you’ll be able to create the breakthrough, innovative products that are the foundation of lasting success.

This course covers in-person and online games and includes sections on facilitation and presentation skills.

 

Target Audience

  • Product managers
  • Marketing managers 
  • Software engineers 
  • Market research professionals

 

Benefits

Upon completing this course, participants will be able to use Innovation Games® in new product development and ongoing product development processes to collaboratively identify, shape and prioritize breakthrough products and services.

 

Content Outline

  • Discussion of Innovation Games and Market Research
  • High-level planning, playing and post-processing Innovation Games
  • Detailed planning, playing and post-processing the results of several case studies that enable participants to experience all phases of Innovation Games
  • Review and shared discussion; helping participants plan their adoption of these techniques
  • Facilitation and presentation skills

 

Theory of Instruction

The course is guided by a “learning by doing” model of education, based on the Enthiosys “Know-Do-Have” model of course design: 

  • What participants will know after taking the class.
  • What participants will do during the seminar to reinforce key concepts.
  • What participants will have after the seminar to promote further practice and study.


Prerequisites

Although not strictly required, it is helpful if participants read the book Innovation Games®: Creating Breakthrough Products Through Collaborative Play before the course.

 

Materials

  • Course Presentation
  • A variety of handouts used to stimulate thinking and apply the materials
  • Case studies


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