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# M I N D S H I FT



                     persona’s playing the games to innovate!

  Frits Oukes
persona’s


# M I N D S H I FT
                     playing the games to
                                 innovate



                     sneak preview PARTS 1 - 4
when you look around,
  what triggers you?
museum of the future
Get out of the building
                Steve Blank
we know!
sure?
games to innovate
                     the power to bring
                       new added value
                           to the world
if it is not new to you,          something new
when you do not adopt it,        which is adopted
and                                           and
you don’t talk about it, talked about with others
than it is no innovation!
what makes
the game to innovate
             so hard?
Research shows:

                   - focus
- knowledge and skills
              - structure
 - reality of the world:
            persona’s
PART 1   PRIORITY, to add value

PART 2   OPENING THE CONTAINER games to innovate

PART 3   LATER? There is already so much available?

PART 4   ITPS, It’s the process stupid

PART 5   OUR BRAIN, how assumptions lead to self-deception

PART 6   PURPOSE AND PRINCIPLES, getting things done!

PART 7   ON THE ROAD!



 persona’s playing the games to innovate!
strategies to innovate?
               improvement system
                   suggestion system
                 new venture teams
                     open innovation
          lean startup|incubator lab
customer co-creation|design thinking
          rapid design co-creation
what do they tell us?
work and reality?
As many executives know from their
     own experience, organisations
    depend on people, not systems.

Innovations fail by assumptions of
people instead of the real data from
                            the field!
performance to innovate?
               ...because how
            individuals look at
                     the world,
         is critical to the way
             they learn, adopt
             and develop new
                   added value
innovations and reality?

     Derived from ‘Creating paths of change’
  W. McWhinney, Webber, Smith and Novokowsky (1997):

Innovation begins with your look at
                        the world:
look at the world!
point-of-view or weltanschauung:


                   humeur
                four winds
                archetypes
                  realities
                From Will McWhinney (1997)
realities!
        unitary
                                                       mythic




       sensory                                          social
From Will McWhinney, Creating paths of Change (1997)
realities and beliefs!
              unitary                                        mythic
                                                   Events
                                           Material things
                                                 Objects
                                              Resources
                                               Sensuality
                                             Experience
                                               Behaviour
                                                     Facts
                                                   Action
    sensory                                          Data    social

From Will McWhinney, Creating paths of Change (1997)
realities and beliefs!
              unitary                               Policies
                                                               mythic
                                                       Rules
                                                     Theory
                                                      Truth
                                                  Principles
                                             Belief systems
                                              Clarifications
                                              Assumptions


               sensory                                         social

From Will McWhinney, Creating paths of Change (1997)
realities and beliefs!
                                        Vision
                unitary                 Ideas
                                                          Mythic
                                        Opportunities
                                        Creations
                                        Dreams
                                        Inspiration
                                        Symbols
                                        Meanings
                                        Metaphors
                                        Inventions

               sensory                                  social

From Will McWhinney, Creating paths of Change (1997)
realities and beliefs!
             unitary                                   mythic
                                       What matters
                                       Preferences
                                       Appreciation
                                       Feelings
                                       Wants
                                       Motivation
                                       Attitudes
                                       Values
               sensory                 Purposes
                                       Ethics           social

From Will McWhinney, Creating paths of Change (1997)
realities!
         unitary
                                                       mythic




         sensory                                        social
From Will McWhinney, Creating paths of Change (1997)
most real for you
 how things usually happen
                                       realities!
 accepting change
                 unitary     mythic
                   truth     ideas
                by form      by creation
        no basic change      everything was
                             and is as I will it

            sensory          social
               facts         feelings
     by precedence           by intention
no uncaused change           fully accept change
...running the lean games to innovate!
what can we learn from:

       visual thinking
  combinatoric innovation
      design thinking
  creating paths of change
visual thinking
combinatoric innovation
process space    virtual space




physical space    social space
design thinking
realities
          unitary                         mythic
                                     ?

       ?                             ?         ?

            sensory
                                     ?    social

Derived from Will McWhinney (1997)
modes to play
               unitary       assertive      mythic

                                       ve




                                              emergent
              analytic


                                     ti
                                  en
                             in
                               inv

                                  flu
                                    en
             sensory         evaluativece   social

From Will McWhinney (1997)
what if we combine:

     visual thinking
 combinatoric innovation
    design thinking
    paths of change
they tell the same!
they refer to the same process!
 allthough from a different perspective
and yes, reality is hard
it needs boundaries
# M I N D S H I FT
                             PART 4:



                           ITPS

                     it’s the process stupid!
# M I N D S H I FT
...personas playing the games to innovate!



                                 WHY?:
              ...surprise your customer!

                      Frits Oukes
         frits.oukes@redmerito.nl
   nl.linkedin.com/in/fritsoukes
          @FritsOukes #mindshift
                +31 6 29 576 884

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#Mindshift sneakpreview

  • 1. # M I N D S H I FT persona’s playing the games to innovate! Frits Oukes
  • 2.
  • 3. persona’s # M I N D S H I FT playing the games to innovate sneak preview PARTS 1 - 4
  • 4.
  • 5. when you look around, what triggers you?
  • 6.
  • 7. museum of the future
  • 8.
  • 9.
  • 10.
  • 11. Get out of the building Steve Blank
  • 12.
  • 14. sure?
  • 15. games to innovate the power to bring new added value to the world if it is not new to you, something new when you do not adopt it, which is adopted and and you don’t talk about it, talked about with others than it is no innovation!
  • 16.
  • 17. what makes the game to innovate so hard?
  • 18. Research shows: - focus - knowledge and skills - structure - reality of the world: persona’s
  • 19.
  • 20. PART 1 PRIORITY, to add value PART 2 OPENING THE CONTAINER games to innovate PART 3 LATER? There is already so much available? PART 4 ITPS, It’s the process stupid PART 5 OUR BRAIN, how assumptions lead to self-deception PART 6 PURPOSE AND PRINCIPLES, getting things done! PART 7 ON THE ROAD! persona’s playing the games to innovate!
  • 21. strategies to innovate? improvement system suggestion system new venture teams open innovation lean startup|incubator lab customer co-creation|design thinking rapid design co-creation
  • 22.
  • 23.
  • 24. what do they tell us?
  • 25. work and reality? As many executives know from their own experience, organisations depend on people, not systems. Innovations fail by assumptions of people instead of the real data from the field!
  • 26.
  • 27. performance to innovate? ...because how individuals look at the world, is critical to the way they learn, adopt and develop new added value
  • 28. innovations and reality? Derived from ‘Creating paths of change’ W. McWhinney, Webber, Smith and Novokowsky (1997): Innovation begins with your look at the world:
  • 29. look at the world! point-of-view or weltanschauung: humeur four winds archetypes realities From Will McWhinney (1997)
  • 30.
  • 31. realities! unitary mythic sensory social From Will McWhinney, Creating paths of Change (1997)
  • 32. realities and beliefs! unitary mythic Events Material things Objects Resources Sensuality Experience Behaviour Facts Action sensory Data social From Will McWhinney, Creating paths of Change (1997)
  • 33. realities and beliefs! unitary Policies mythic Rules Theory Truth Principles Belief systems Clarifications Assumptions sensory social From Will McWhinney, Creating paths of Change (1997)
  • 34. realities and beliefs! Vision unitary Ideas Mythic Opportunities Creations Dreams Inspiration Symbols Meanings Metaphors Inventions sensory social From Will McWhinney, Creating paths of Change (1997)
  • 35. realities and beliefs! unitary mythic What matters Preferences Appreciation Feelings Wants Motivation Attitudes Values sensory Purposes Ethics social From Will McWhinney, Creating paths of Change (1997)
  • 36. realities! unitary mythic sensory social From Will McWhinney, Creating paths of Change (1997)
  • 37. most real for you how things usually happen realities! accepting change unitary mythic truth ideas by form by creation no basic change everything was and is as I will it sensory social facts feelings by precedence by intention no uncaused change fully accept change
  • 38. ...running the lean games to innovate!
  • 39. what can we learn from: visual thinking combinatoric innovation design thinking creating paths of change
  • 41.
  • 42. combinatoric innovation process space virtual space physical space social space
  • 44. realities unitary mythic ? ? ? ? sensory ? social Derived from Will McWhinney (1997)
  • 45. modes to play unitary assertive mythic ve emergent analytic ti en in inv flu en sensory evaluativece social From Will McWhinney (1997)
  • 46. what if we combine: visual thinking combinatoric innovation design thinking paths of change
  • 47.
  • 48.
  • 49.
  • 50. they tell the same!
  • 51. they refer to the same process! allthough from a different perspective
  • 52. and yes, reality is hard
  • 53.
  • 55. # M I N D S H I FT PART 4: ITPS it’s the process stupid!
  • 56.
  • 57. # M I N D S H I FT ...personas playing the games to innovate! WHY?: ...surprise your customer! Frits Oukes frits.oukes@redmerito.nl nl.linkedin.com/in/fritsoukes @FritsOukes #mindshift +31 6 29 576 884