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Andrius Kulikauskas

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Introduction E9F5FC

Understandable FFFFFF

Questions FFFFC0

Notes EEEEEE

Software

Book.20171117Gamestorming istorija

Paslėpti nežymius pakeitimus - Rodyti galutinio teksto pakeitimus

2018 vasario 18 d., 08:38 atliko AndriusKulikauskas -
Pakeista 1 eilutė iš:
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]], [[20171117Gamestorming-Draft | Draft]]
į:
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]], [[20171117Gamestorming-Draft | Draft]], [[Gamestorming paper]]
2018 vasario 18 d., 08:31 atliko AndriusKulikauskas -
Pakeista 5 eilutė iš:
Presented at the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17, 2017, in Kaunas, Lithuania.
į:
Presented at the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th International Conference on Culture and Creativity]], on November 17, 2017, in Kaunas, Lithuania.
2017 lapkričio 19 d., 10:06 atliko AndriusKulikauskas -
Pakeista 3 eilutė iš:
[+A Cognitive Framework for Innovation Based on Gamestorming+]
į:
[++A Cognitive Framework for Innovation Based on Gamestorming++]
2017 lapkričio 19 d., 10:06 atliko AndriusKulikauskas -
Pridėtos 2-5 eilutės:

[+A Cognitive Framework for Innovation Based on Gamestorming+]

Presented at the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17, 2017, in Kaunas, Lithuania.
2017 lapkričio 19 d., 10:05 atliko AndriusKulikauskas -
Pakeista 4 eilutė iš:
[[Attach:20171117Gamestorming.mp3 | Audio of the presentation]] (31 min, 15 MB)
į:
'''[[Attach:20171117Gamestorming.mp3 | Audio of the presentation]]''' (31 min, 15 MB)
2017 lapkričio 19 d., 10:04 atliko AndriusKulikauskas -
Pridėtos 2-4 eilutės:


[[Attach:20171117Gamestorming.mp3 | Audio of the presentation]] (31 min, 15 MB)
2017 lapkričio 19 d., 09:12 atliko AndriusKulikauskas -
2017 lapkričio 19 d., 09:11 atliko AndriusKulikauskas -
Pridėtos 5-6 eilutės:
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Pridėtos 9-10 eilutės:
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Pridėtos 13-14 eilutės:
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Pridėtos 17-18 eilutės:
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Pridėtos 21-22 eilutės:
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Pridėtos 25-26 eilutės:
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Pakeistos 29-107 eilutės iš
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į:
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2017 lapkričio 19 d., 09:06 atliko AndriusKulikauskas -
Pakeistos 1-17 eilutės iš
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]], [[20171117Gamestorming-Draft | Draft]]
į:
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]], [[20171117Gamestorming-Draft | Draft]]

Attach:G01.png

Attach:G02.png

Attach:G03.png

Attach:G04.png

Attach:G05.png

Attach:G06.png

Attach:G07.png

Attach:G08.png
2017 lapkričio 19 d., 08:07 atliko AndriusKulikauskas -
Pakeistos 1-129 eilutės iš
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]]

Attach:GAA
-800.png

[+Working on
Draft of Presentation+]

* What is the structure in common to all games? Do they all ask and answer a question?
* What is the role of the conscious and the unconscious in serving each other?
* What is the role of joint intentionality - in each game and all together - and what maintains it?

Introduction
* I will talk about innovation games...
* These are games that we can make up...
* As an example, I will ask you for your deepest value and your investigatory question...
* My own deepest value in life is living by truth..
* My own questions are How do people behave? and How should they behave?
* In my talk today, I will show how I'm learning from real life examples of innovation games...
* I am trying to describe human experience. I think there are three languages...
* Each language establishes a shift...
** matter is shift in what happens -
** meaning is shift in what matters -
** happens is shift in what is meant -
* Compare with the three questions in a moral system...
* What should we be doing?
* Why should we be doing it? (and this is good for discovering your deepest value)
* How should we get ourselves to do it? (asking questions)

* Our goal: Creation of meaning
* Why innovation games are interesting: and this is important for managing innovation: What make us human is not our cleverness but rather our joint intentionality.
* Synchronized movement - compare groups of apes - autistic people - regular people.
* Evolution - singing, drumming, dancing, and more broadly, playing games - drove the evolution of vocal chords, human hands and upright posture.
* Ethiopian children singing and dancing https://www.youtube.com/watch?v=yr6FNKI_IfU
* Autism spectrum
* Balancing the unconscious mind (System 1 - what we know - our answer - our deepest value) and the conscious mind (what we don't know - our question).

every game is joint attention

every game is a riddle a question and an answer linked by an investigation
* sentence what do we know about the subject we know the predicate
* word what does that means it means such and such

Each game frames a context, opens up a question and gets an answer.

every game is made up of games and they all have the same structure the ways of figuring things out

* circumscribe create a game
* relax allow for a game within a game
* distill identify the meaning
* three cycle clarify the meaning
* level and metalevel ground the meaning
* six reorganizations and visualizations making sense of the meaning
* four why enter honor the purpose
* four what exit honor the result


* Consent
* Care
* Understand
* Transform
* Innovate
* Validate
* Commit

Dave Gray
* Gamestorming, "like brainstorming but with games".
* There's no direct process for creativity.
* was a book, a Collection of the Best Practices for workplace collaboration - games used in Silicon Valley since the 1970s - Xerox Park - like brothers Grimm did with fairy tales.
* Keep it simple, easy, rugged and fun to use for people at work. Only stuff you could do with the stuff in your supply cabinet - and designed for total chaos - be able to improvise quickly.

Mammals play flight. Game is more than just play. It is not just practicing life, but it is building a model of life. And there are roles which means, for example, that the captain of an imaginary boat can be anyone.

What is a game? An ideal version, toy model of life.
* Boundaries in time and space.
* Goal - objective - shared or in competition.
* Rules
* Artifacts
* Players
* Journey - go from A to B.

In innovation, (or imagination), we don't know what B looks like. A game is a possibility generator, creativity generator. Fuzzy goals - sensory tangible artifacts, emotional passion generates momentum, movement is progressive. We learn as we go along.

A play: beginning, middle and end.
* Divergent - step into the game, emergent - open up that world, convergent - climb back out of game.
* Opening: Set the stage, develop themes, stay loose, get a sense of where people want to go. Be dumb - get in touch with your ignorance. Sense what they want to do, to contribute. Light a fire - ask a question, fill in the blank.
* Explore - get physical - up and moving, try out options, experiment. Manage the altitude and speed.
* Conclusion - decision and action - the next step - focus on the artifacts, the deliverables.


* Opening and closing
* Fire starting - questions
* Artifacts
* Node generation
* Meaningful space
* Sketching and model making
* Randomness, reversal and reframing
* Improvisation
* Selection
* Try something new



[+Main ideas and new ideas+
]
* Consider relationship between Gamestorming and joint intentionality...
* Consider roles of the explicit unconscious and implicit conscious
* Consider the climax, where the innovation arises
* Which of the three languages does it relate to: argumentation, verbalization, narration, or all three?

[+Notes+]


[[http://www.curthanksdesign.com | Curt Hanks]]

[[http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0027344 | Ontogenetic Trajectories of Chimpanzee Social Play: Similarities with Humans]]

Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th International Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.

'''Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

'''Keywords''': Innovation, facilitation, cognitive framework, games.
į:
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]], [[20171117Gamestorming-Draft | Draft]]
2017 lapkričio 17 d., 10:32 atliko AndriusKulikauskas -
Pakeista 115 eilutė iš:
Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.
į:
Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th International Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.
2017 lapkričio 17 d., 08:38 atliko AndriusKulikauskas -
Pakeista 48 eilutė iš:
* distill discover the meaning
į:
* distill identify the meaning
2017 lapkričio 17 d., 08:38 atliko AndriusKulikauskas -
Pakeistos 52-53 eilutės iš
* four why enter
* four what exit
į:
* four why enter honor the purpose
* four what exit honor the result
2017 lapkričio 17 d., 08:22 atliko AndriusKulikauskas -
Pakeistos 46-51 eilutės iš
* circumscribe
* relax
* distill
* three cycle
* level and metalevel
* six reorganizations and visualizations
į:
* circumscribe create a game
* relax allow for a game within a game
* distill discover the meaning
* three cycle clarify the meaning
* level and metalevel ground the meaning
* six reorganizations and visualizations making sense of the meaning
2017 lapkričio 17 d., 08:13 atliko AndriusKulikauskas -
Pridėtos 36-41 eilutės:
every game is joint attention

every game is a riddle a question and an answer linked by an investigation
* sentence what do we know about the subject we know the predicate
* word what does that means it means such and such
Pridėtos 43-53 eilutės:

every game is made up of games and they all have the same structure the ways of figuring things out

* circumscribe
* relax
* distill
* three cycle
* level and metalevel
* six reorganizations and visualizations
* four why enter
* four what exit
2017 lapkričio 17 d., 07:57 atliko AndriusKulikauskas -
Pridėtos 2-3 eilutės:

Attach:GAA-800.png
2017 lapkričio 17 d., 06:02 atliko AndriusKulikauskas -
Pakeistos 5-7 eilutės iš
į:
* What is the structure in common to all games? Do they all ask and answer a question?
* What is the role of the conscious and the unconscious in serving each other?
* What is the role of joint intentionality - in each game and all together - and what maintains it?
2017 lapkričio 17 d., 01:37 atliko AndriusKulikauskas -
Pridėtos 31-32 eilutės:

Each game frames a context, opens up a question and gets an answer.
2017 lapkričio 16 d., 22:57 atliko AndriusKulikauskas -
Pakeistos 16-18 eilutės iš
** matter is shift in what happens
** meaning is shift in what matters
** happens is shift in what is meant
į:
** matter is shift in what happens -
** meaning is shift in what
matters -
** happens is shift in what is meant -
2017 lapkričio 16 d., 22:55 atliko AndriusKulikauskas -
Ištrintos 40-50 eilutės:


[+Main ideas and new ideas+]
* Consider relationship between Gamestorming and joint intentionality...
* Consider roles of the explicit unconscious and implicit conscious
* Consider the climax, where the innovation arises
* Which of the three languages does it relate to: argumentation, verbalization, narration, or all three?


[+Notes+]
Pakeistos 46-51 eilutės iš
*
* Open - Explore - Close keep things loose enough
* Get in touch with your ignorance - be dumb - focus on what you don't know - questions
* Light a fire
* Get physical
į:
Pakeistos 66-67 eilutės iš
į:
* Opening and closing
* Fire starting - questions
* Artifacts
* Node generation
* Meaningful space
* Sketching and model making
* Randomness, reversal and reframing
* Improvisation
* Selection
* Try something new



[+Main ideas and new ideas+]
* Consider relationship between Gamestorming and joint intentionality...
* Consider roles of the explicit unconscious and implicit conscious
* Consider the climax, where the innovation arises
* Which of the three languages does it relate to: argumentation, verbalization, narration, or all three?

[+Notes+]
2017 lapkričio 16 d., 21:45 atliko AndriusKulikauskas -
Pridėtos 5-6 eilutės:
Pridėta 24 eilutė:
* Our goal: Creation of meaning
2017 lapkričio 16 d., 21:11 atliko AndriusKulikauskas -
Pakeistos 30-33 eilutės iš
į:
* Consent
* Care
* Understand
* Transform
* Innovate
* Validate
* Commit
Pridėtos 77-79 eilutės:

2017 lapkričio 16 d., 21:01 atliko AndriusKulikauskas -
Ištrinta 26 eilutė:
Pridėtos 53-71 eilutės:

Mammals play flight. Game is more than just play. It is not just practicing life, but it is building a model of life. And there are roles which means, for example, that the captain of an imaginary boat can be anyone.

What is a game? An ideal version, toy model of life.
* Boundaries in time and space.
* Goal - objective - shared or in competition.
* Rules
* Artifacts
* Players
* Journey - go from A to B.

In innovation, (or imagination), we don't know what B looks like. A game is a possibility generator, creativity generator. Fuzzy goals - sensory tangible artifacts, emotional passion generates momentum, movement is progressive. We learn as we go along.

A play: beginning, middle and end.
* Divergent - step into the game, emergent - open up that world, convergent - climb back out of game.
* Opening: Set the stage, develop themes, stay loose, get a sense of where people want to go. Be dumb - get in touch with your ignorance. Sense what they want to do, to contribute. Light a fire - ask a question, fill in the blank.
* Explore - get physical - up and moving, try out options, experiment. Manage the altitude and speed.
* Conclusion - decision and action - the next step - focus on the artifacts, the deliverables.
2017 lapkričio 16 d., 20:02 atliko AndriusKulikauskas -
Pakeista 25 eilutė iš:
* African children dancing https://www.youtube.com/watch?v=yr6FNKI_IfU
į:
* Ethiopian children singing and dancing https://www.youtube.com/watch?v=yr6FNKI_IfU
2017 lapkričio 16 d., 19:59 atliko AndriusKulikauskas -
Pridėta 25 eilutė:
* African children dancing https://www.youtube.com/watch?v=yr6FNKI_IfU
Pridėtos 57-58 eilutės:

[[http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0027344 | Ontogenetic Trajectories of Chimpanzee Social Play: Similarities with Humans]]
2017 lapkričio 16 d., 18:25 atliko AndriusKulikauskas -
Pridėta 25 eilutė:
* Autism spectrum
2017 lapkričio 16 d., 18:08 atliko AndriusKulikauskas -
Pridėta 24 eilutė:
* Evolution - singing, drumming, dancing, and more broadly, playing games - drove the evolution of vocal chords, human hands and upright posture.
2017 lapkričio 16 d., 16:45 atliko AndriusKulikauskas -
Pakeistos 19-20 eilutės iš
* Why should we be doing it?
* How should we get ourselves to do it?
į:
* Why should we be doing it? (and this is good for discovering your deepest value)
* How should we get ourselves to do
it? (asking questions)

* Why innovation games are interesting: and this is important for managing innovation: What make us human is not our cleverness but rather our joint intentionality.
* Synchronized movement - compare groups of apes - autistic people - regular people.

* Balancing the unconscious mind (System 1 - what we know - our answer - our deepest value) and the conscious mind (what we don't know - our question).
2017 lapkričio 16 d., 16:42 atliko AndriusKulikauskas -
Ištrintos 2-17 eilutės:
Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.

'''Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

'''Keywords''': Innovation, facilitation, cognitive framework, games.
Pridėtos 7-9 eilutės:
* These are games that we can make up...
* As an example, I will ask you for your deepest value and your investigatory question...
* My own deepest value in life is living by truth..
Pridėta 11 eilutė:
* In my talk today, I will show how I'm learning from real life examples of innovation games...
Pridėtos 14-16 eilutės:
** matter is shift in what happens
** meaning is shift in what matters
** happens is shift in what is meant
Pakeistos 18-23 eilutės iš
į:
* What should we be doing?
* Why should we be doing it?
* How should we get ourselves to do it?
Pridėtos 49-64 eilutės:

Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.

'''Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

'''Keywords''': Innovation, facilitation, cognitive framework, games.
2017 lapkričio 16 d., 16:10 atliko AndriusKulikauskas -
Pakeistos 21-33 eilutės iš
New ideas
į:
Introduction
* I will talk about innovation games...
* My own questions are How do people behave? and How should they behave?
* I am trying to describe human experience. I think there are three languages...
* Each language establishes a shift...
* Compare with the three questions in a moral system...






[+Main ideas and new ideas+]
Pridėtos 38-40 eilutės:


[+Notes+]
2017 lapkričio 16 d., 11:42 atliko AndriusKulikauskas -
Pridėtos 37-39 eilutės:


[[http://www.curthanksdesign.com | Curt Hanks]]
2017 lapkričio 15 d., 18:54 atliko AndriusKulikauskas -
Pakeista 36 eilutė iš:
į:
* Get physical
2017 lapkričio 15 d., 18:45 atliko AndriusKulikauskas -
Pakeistos 33-34 eilutės iš
*
į:
* Open - Explore - Close keep things loose enough
* Get in touch with your ignorance - be dumb - focus on what you don't know - questions
* Light a fire
2017 lapkričio 15 d., 18:38 atliko AndriusKulikauskas -
Pakeistos 30-32 eilutės iš
*
*
*
į:
* was a book, a Collection of the Best Practices for workplace collaboration - games used in Silicon Valley since the 1970s - Xerox Park - like brothers Grimm did with fairy tales.
* Keep it simple, easy, rugged and fun to use for people at work. Only stuff you could do with the stuff in your supply cabinet - and designed for total chaos - be able to improvise quickly.
*
2017 lapkričio 15 d., 18:30 atliko AndriusKulikauskas -
Pridėtos 30-33 eilutės:
*
*
*
*
2017 lapkričio 15 d., 18:24 atliko AndriusKulikauskas -
Pridėtos 27-29 eilutės:
Dave Gray
* Gamestorming, "like brainstorming but with games".
* There's no direct process for creativity.
2017 lapkričio 13 d., 18:32 atliko AndriusKulikauskas -
Pakeistos 3-27 eilutės iš
Consider relationship between Gamestorming and joint intentionality...
į:
Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.

'''Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

'''Keywords''': Innovation, facilitation, cognitive framework, games.

[+Working on Draft of Presentation+]

New ideas
* Consider relationship between Gamestorming and joint intentionality...
* Consider roles of the explicit unconscious and implicit conscious
* Consider the climax, where the innovation arises
* Which of the three languages does it relate to: argumentation, verbalization, narration, or all three?
2017 lapkričio 13 d., 18:19 atliko AndriusKulikauskas -
Pakeistos 1-3 eilutės iš
Žr. [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]]
į:
See: [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]]

Consider relationship between Gamestorming and joint intentionality...
2017 lapkričio 13 d., 18:18 atliko AndriusKulikauskas -
Pakeista 1 eilutė iš:
Žr. [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract]]
į:
Žr. [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract | Abstract]]
2017 lapkričio 13 d., 18:18 atliko AndriusKulikauskas -
Pakeistos 1-17 eilutės iš
Žr. [[Mintys/Gamestorming]]

Submitted for the
[[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.

'''Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

'''Keywords''': Innovation, facilitation, cognitive framework, games.
į:
Žr. [[Mintys/Gamestorming]], [[20171117Gamestorming-Abstract]]
2017 spalio 14 d., 12:11 atliko AndriusKulikauskas -
Pridėtos 1-2 eilutės:
Žr. [[Mintys/Gamestorming]]
2017 rugsėjo 30 d., 19:38 atliko AndriusKulikauskas -
Pakeista 15 eilutė iš:
Keywords: Innovation, facilitation, cognitive framework, games.
į:
'''Keywords''': Innovation, facilitation, cognitive framework, games.
2017 rugsėjo 30 d., 19:36 atliko AndriusKulikauskas -
Pakeistos 6-7 eilutės iš
Methodology. Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.
į:

'''
Methodology.''' Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.
2017 rugsėjo 25 d., 18:22 atliko AndriusKulikauskas -
Pridėtos 1-15 eilutės:
Submitted for the [[http://www.knf.vu.lt/aktualijos/221-renginiai/1945-the-12th-international-conference-on-culture-and-creativity#contacts | 12th Internation Conference on Culture and Creativity]], on November 17-18, 2017, in Kaunas, Lithuania.

[+A Cognitive Framework for Innovation Based on Gamestorming+]

'''Purpose.''' We analyze a map of the innovation process which we draw by considering the purposes of the various improvisational group activities (games) for managing innovation in organizations.
Methodology. Gamestorming is a toolkit of about 100 innovation games which have been collected, described, created and/or used by Dave Gray, Sunni Brown and James Macanufo and their colleagues. Each game addresses a particular purpose in the creative work of organizations and so identifies a distinct step in the innovation process. We group the games according to related purposes and then structure the various purposes to create a map. We analyze the map as a cognitive framework for innovation and compare it with existing models.

'''Results.''' The purposes of the games define the innovation process as a sequence of steps: Consent, Care, Understand, Transform, Innovate, Validate and Commit. These steps have participants step out from their situation, discover a new perspective, and then step back into their situation. Some of the games have the participants align their efforts explicitly, and others, implicitly. The climax of innovation is given by Transformation, where an idea may be distilled (summing up what is remarkable, communicating passionately with simple images, focusing on feasability and viability, describing problems so that we care) or a perspective may be inverted (unfolding knowledge from one's audience's point of view, shifting focus from process to recurring value, opening up to opportunities, or translating features into benefits).

'''The theoretical contribution.''' The resulting cognitive framework allows innovation games such as those used in Gamestorming to be used as data for studying group cognition, in general, and group innovation, in particular.

'''Practical implications (if applicable).''' The cognitive framework may then be applied to consider which part of the innovation process one is dealing with and which game might be helpful to achieve the relevant objectives.

Keywords: Innovation, facilitation, cognitive framework, games.

20171117Gamestorming


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