The GROW model is a framework traditionally applied in coaching and personal growth. However, I find it very relevant for game design process. I am sharing a deck that I made on the topic.
The GROW coaching model provides a clear and simple approach to strategic planning to identify actionable path forward toward one's goals and desired future. The Four Steps of GROW are Goal, Reality, Options and Way.
* Where do you want to go?
* Where are you?
* What can you do?
* What will you do?
The aim of this session is to:
Be able to apply the GROW model to coaching sessions
Use the GROW model for effective, structured methodology for goal-setting and problem-solving
The G.R.O.W. model is a coaching framework that involves establishing a goal, examining reality, exploring options, and establishing will. It involves the coach asking questions to help the coachee define a specific, measurable goal. The coach then asks questions to understand the current reality and identify options. Finally, the coach helps the coachee commit to specific actions and overcome barriers to achieving the goal. Effective use of the G.R.O.W. model relies on the coach asking open-ended questions and listening well to guide the coachee through each step.
Life Skills 4 Me GROW Coaching ppt slidesAnindita Das
The document discusses the GROW coaching model, which was developed in the 1980s-1990s primarily for performance coaching. The GROW model involves setting goals, examining reality, identifying opportunities and obstacles, and determining one's will and way forward. It helps keep individuals on track, engage in self-reflection, and identify realistic actions to achieve goals. The document provides details on how to apply each step of the GROW model to coaching sessions.
Reflective model to develop goals and take them further in your mentoring partnership. Useful for students who are looking back at goals with the hope of moving forward with newer ones.
Face the problem (or kill the messenger)Joe Brodnicki
How we face problems determines the limits to our success. Find points to embrace problems as positive factors in creating your success and unleashing your potential.
The GROW coaching model provides a clear and simple approach to strategic planning to identify actionable path forward toward one's goals and desired future. The Four Steps of GROW are Goal, Reality, Options and Way.
* Where do you want to go?
* Where are you?
* What can you do?
* What will you do?
The aim of this session is to:
Be able to apply the GROW model to coaching sessions
Use the GROW model for effective, structured methodology for goal-setting and problem-solving
The G.R.O.W. model is a coaching framework that involves establishing a goal, examining reality, exploring options, and establishing will. It involves the coach asking questions to help the coachee define a specific, measurable goal. The coach then asks questions to understand the current reality and identify options. Finally, the coach helps the coachee commit to specific actions and overcome barriers to achieving the goal. Effective use of the G.R.O.W. model relies on the coach asking open-ended questions and listening well to guide the coachee through each step.
Life Skills 4 Me GROW Coaching ppt slidesAnindita Das
The document discusses the GROW coaching model, which was developed in the 1980s-1990s primarily for performance coaching. The GROW model involves setting goals, examining reality, identifying opportunities and obstacles, and determining one's will and way forward. It helps keep individuals on track, engage in self-reflection, and identify realistic actions to achieve goals. The document provides details on how to apply each step of the GROW model to coaching sessions.
Reflective model to develop goals and take them further in your mentoring partnership. Useful for students who are looking back at goals with the hope of moving forward with newer ones.
Face the problem (or kill the messenger)Joe Brodnicki
How we face problems determines the limits to our success. Find points to embrace problems as positive factors in creating your success and unleashing your potential.
This document summarizes a webinar on reducing fear that took place on September 7, 2012. It provides instructions for accessing the webinar audio, acknowledges those involved in developing tapping techniques, and outlines the concepts of phobias versus fears, why change is hard due to logical versus emotional thinking, what tapping is and how it works to reduce fears, how to identify the root of fears, using choice statements, and using an "SOS" tapping technique for immediate stress relief. It also advertises upcoming related events and coaching programs.
Coaching and mentoring are important leadership roles that help employees perform better and progress in their careers. The GROW model provides a structured approach for coaching sessions with four steps: (1) establish a specific, measurable goal; (2) examine the current reality and issues; (3) explore different options for reaching the goal; and (4) establish how the individual will stay motivated to achieve the goal. Using the GROW model helps leaders develop into effective coaches.
Vittorio Viarengo, VP Oracle Telco Strategy and Development Oracle fusion mid...Nicolò Borghi
The document discusses best practices for developing innovative products and managing high-performing teams, as outlined by Vittorio Viarengo, Vice President of Telco Strategy and Development at Oracle. Some key points include hiring creative people and "freaks", establishing a clear vision and goals, continuously measuring results, and maintaining a process of idea validation, prototyping, development, beta testing, and release.
How can organizations, especially nonprofits, prepare parts of their operations to become startups for social impact? This presentation introduces a business model canvas for startups.
This document discusses coaching and provides an overview of a coaching seminar. It defines coaching as a collaborative process that facilitates performance, learning, and development. Coaching differs from mentoring in that mentoring uses the mentor's resources, while coaching facilitates using the client's own resources. The seminar aims to explain coaching, identify coaching skills, and practice coaching questions. It also introduces a coaching model called GROW that guides coaches in setting goals, exploring current reality, identifying options, and agreeing on next steps with clients.
Presentation for the Ottawa Mobile & Social Media Apps group entitled "Working with Cross-Functional Teams", focused on communication, Agile project management - while creating happy teams and great products.
The Excellence Book: 50 Ways To Be Your BestKevin Duncan
BE AS EXCELLENT AS YOU CAN BE
The book draws together 50 ingenious thoughts to improve your attitude, your approach to life and work, the questions you ask, the decisions you make, and even your timing.
Attitude, approach, timing, questions and decisions are all covered, with ten provocative thoughts in each area.
Speed Dating + TRUE NORTH tool to simplify your challengesBryan Cassady
You’re often alone trying to shape and define your innovation challenges. The reality is that if you start in the wrong direction, it is unlikely you’ll get where you want to go.
Background:
We developed this speed dating technique while running our remote innovation certification program. It is not a webinar where you sit and listen. It is an opportunity to interact with people all over the world through a series of break-out sessions. Participants are split-out into groups of 4 or 5 and later gets feedback for their ideas/challenges.
The document describes the SPRINT method for testing new ideas in just 5 days. Some key points:
- SPRINT involves a team of around 7 people with roles like decider, finance expert, and designer.
- Over 5 days the team picks a problem to solve, maps the process, sketches solutions, decides what to prototype, develops a prototype, and tests it by interviewing customers.
- Each day has specific activities - on day 1 the team defines the problem, on day 2 they sketch solutions, day 3 they decide what to prototype, day 4 they build a prototype, and on day 5 they test it with customers. The goal is to quickly test ideas and get feedback.
This document discusses neurological levels and how to create sustainable behavior change. It presents a model showing that behavior is just the visible part of an iceberg, with deeper levels being purpose, identity, beliefs, values, capabilities, and environment. These deeper levels must be addressed to create lasting change. The document advises establishing desire, providing training to build skills, and aligning actions to impact the neurological levels and drive new behaviors. Understanding this model allows one to motivate teams through creating gaps and realize small personal shifts can create large behavior changes.
5 Day Remote Innovation Certification ProgramBryan Cassady
This document summarizes a 5-day remote certification program on innovation. The program teaches the essentials of innovation using a framework called the ABCS of Innovation: Alignment, Build, Communicate and Check, Systems. Each day focuses on one element and combines lectures, group work applying concepts, and real-world projects. Upon completing the program, students will have the skills and tools to work effectively on remote innovation teams and stand out to companies looking to hire. The program is led by an experienced professor and includes other experts in areas like creativity, change management, and remote work.
Have you ever had a stakeholder tell you no? Have you had to persuade someone that e-learning was not the solution? Most learning and development professionals would claim that L&D has nothing to do with sales. While we may not be selling vacuum cleaners door to door, each of us use sales tactics daily to advocate for our ideas. In this session, we will evaluate the role and use of sales strategies in training and development, as well as how to apply them to your role within your organization.
What is everything you know about change was wrong?Oscar Trimboli
Navigating the myths of change and the importance of listening beyond what you hear, exploring the difference between a fixed and growth learning mindset
Oscar Trimboli
Cross Functional Teams and the Product ManagerSVPMA
This document summarizes a presentation by Ken Norton on working effectively as a product manager. Some key points include:
- Product managers often have accountability but little direct authority over teams who work on their products.
- It is important to build the right cross-functional team of about 7 people and invest "political capital" to do so.
- A product manager must communicate effectively to different stakeholders using their languages and represent the interests of those not in the room.
- To gain respect, a product manager should understand customer needs, remove obstacles for engineers, and make commitments for sales while bringing donuts for the team.
The document discusses various topics related to self-improvement including time management, self-management, motivation, creativity, and brainstorming. It provides information on what brainstorming is and the steps involved, which are to prepare the group, present the problem, guide the discussion, take action, and take your brainstorming further. It also discusses whether creativity can be learned and lists 7 habits of highly creative people such as feeding your brain, living in questions, and experimenting.
This document discusses how to accelerate your brand using social media. Some key points made are:
1) Your brand is determined by what others say about you on social media, not just what you say.
2) To manage your brand effectively using social media requires hard work and consistency over time.
3) An effective social media branding strategy involves choosing the right tools based on your goals and audience, establishing a central homebase, listening to conversations, and continually monitoring and measuring your brand.
In the past, I have written about using the Lean trio of SDCA, PDCA, EDCA with an umbrella of CAP-Do or in Non-Lean terms; Standard Work, Continuous Improvement, Design Thinking (Exploration), and Reflection.
In the book, Cracked it!: How to solve big problems and sell solutions like top strategy consultants, the authors lay out their 4s Framework in much the same manner with a flowchart to guide you through the use of it. Their dive into each discipline is excellent. Enjoy the read.
The part of the framework that they took the time with that most problem-solving books don’t is the Sell Stage. Of course, I am partial to that area but even though I am, when doing it for myself, I often just think people get it. Everyone wants to grow revenue or save time and money?
I also like that though it is convenient to put documentation at the end and part of this stage, I took a little deeper meaning from it. The part of sustaining, and even improving again often rests on the idea of how we deliver/sell the results.
How (Not) to Develop a Modern Product Management Practice at SpeedVMware Tanzu
This document outlines lessons learned from developing a modern product management practice quickly. It discusses the importance of empathy, building trust with leaders by demonstrating value through metrics, focusing on important rather than unimportant priorities, iterating frequently by shipping in slices and reducing dependencies. The overall message is that developing such a practice is a journey that requires patience and learning from mistakes through iteration.
This document provides an overview of the product management role and career path. It discusses that a product manager is responsible for leading a cross-functional team to optimize a product's market position and financial returns. Key responsibilities include defining product requirements and features, pricing strategies, promotion, and launch planning. The document outlines typical product manager interview questions and recommends courses like marketing, UX design, and business analytics to prepare. It also compares IT and non-IT product management roles and examples of companies that hire for each.
The document discusses the history and principles of agile software development. It notes that the initial focus of being adaptive and flexible has been lost over time, with organizations just following prescribed practices. The core of agile is adopting a mindset based on its values and principles rather than just doing practices. True agility comes from having an agile culture and mindset, not just mimicking practices. The document encourages developing an agile mindset in order to successfully implement agile practices within an organization.
How to Prioritize When Everything is Pri1Ruth Tomandl
The document provides guidance for game producers on how to prioritize work when facing competing demands and limited resources. It emphasizes establishing scope discipline by creating a realistic plan focused on the most important pillars of success, communicating that plan clearly, and being prepared to adjust for inevitable problems. Producers are advised to cultivate ownership of priorities by product owners, use the right process for their situation, and ask the right questions to continually assess how new work may impact established priorities and constraints.
This document summarizes a webinar on reducing fear that took place on September 7, 2012. It provides instructions for accessing the webinar audio, acknowledges those involved in developing tapping techniques, and outlines the concepts of phobias versus fears, why change is hard due to logical versus emotional thinking, what tapping is and how it works to reduce fears, how to identify the root of fears, using choice statements, and using an "SOS" tapping technique for immediate stress relief. It also advertises upcoming related events and coaching programs.
Coaching and mentoring are important leadership roles that help employees perform better and progress in their careers. The GROW model provides a structured approach for coaching sessions with four steps: (1) establish a specific, measurable goal; (2) examine the current reality and issues; (3) explore different options for reaching the goal; and (4) establish how the individual will stay motivated to achieve the goal. Using the GROW model helps leaders develop into effective coaches.
Vittorio Viarengo, VP Oracle Telco Strategy and Development Oracle fusion mid...Nicolò Borghi
The document discusses best practices for developing innovative products and managing high-performing teams, as outlined by Vittorio Viarengo, Vice President of Telco Strategy and Development at Oracle. Some key points include hiring creative people and "freaks", establishing a clear vision and goals, continuously measuring results, and maintaining a process of idea validation, prototyping, development, beta testing, and release.
How can organizations, especially nonprofits, prepare parts of their operations to become startups for social impact? This presentation introduces a business model canvas for startups.
This document discusses coaching and provides an overview of a coaching seminar. It defines coaching as a collaborative process that facilitates performance, learning, and development. Coaching differs from mentoring in that mentoring uses the mentor's resources, while coaching facilitates using the client's own resources. The seminar aims to explain coaching, identify coaching skills, and practice coaching questions. It also introduces a coaching model called GROW that guides coaches in setting goals, exploring current reality, identifying options, and agreeing on next steps with clients.
Presentation for the Ottawa Mobile & Social Media Apps group entitled "Working with Cross-Functional Teams", focused on communication, Agile project management - while creating happy teams and great products.
The Excellence Book: 50 Ways To Be Your BestKevin Duncan
BE AS EXCELLENT AS YOU CAN BE
The book draws together 50 ingenious thoughts to improve your attitude, your approach to life and work, the questions you ask, the decisions you make, and even your timing.
Attitude, approach, timing, questions and decisions are all covered, with ten provocative thoughts in each area.
Speed Dating + TRUE NORTH tool to simplify your challengesBryan Cassady
You’re often alone trying to shape and define your innovation challenges. The reality is that if you start in the wrong direction, it is unlikely you’ll get where you want to go.
Background:
We developed this speed dating technique while running our remote innovation certification program. It is not a webinar where you sit and listen. It is an opportunity to interact with people all over the world through a series of break-out sessions. Participants are split-out into groups of 4 or 5 and later gets feedback for their ideas/challenges.
The document describes the SPRINT method for testing new ideas in just 5 days. Some key points:
- SPRINT involves a team of around 7 people with roles like decider, finance expert, and designer.
- Over 5 days the team picks a problem to solve, maps the process, sketches solutions, decides what to prototype, develops a prototype, and tests it by interviewing customers.
- Each day has specific activities - on day 1 the team defines the problem, on day 2 they sketch solutions, day 3 they decide what to prototype, day 4 they build a prototype, and on day 5 they test it with customers. The goal is to quickly test ideas and get feedback.
This document discusses neurological levels and how to create sustainable behavior change. It presents a model showing that behavior is just the visible part of an iceberg, with deeper levels being purpose, identity, beliefs, values, capabilities, and environment. These deeper levels must be addressed to create lasting change. The document advises establishing desire, providing training to build skills, and aligning actions to impact the neurological levels and drive new behaviors. Understanding this model allows one to motivate teams through creating gaps and realize small personal shifts can create large behavior changes.
5 Day Remote Innovation Certification ProgramBryan Cassady
This document summarizes a 5-day remote certification program on innovation. The program teaches the essentials of innovation using a framework called the ABCS of Innovation: Alignment, Build, Communicate and Check, Systems. Each day focuses on one element and combines lectures, group work applying concepts, and real-world projects. Upon completing the program, students will have the skills and tools to work effectively on remote innovation teams and stand out to companies looking to hire. The program is led by an experienced professor and includes other experts in areas like creativity, change management, and remote work.
Have you ever had a stakeholder tell you no? Have you had to persuade someone that e-learning was not the solution? Most learning and development professionals would claim that L&D has nothing to do with sales. While we may not be selling vacuum cleaners door to door, each of us use sales tactics daily to advocate for our ideas. In this session, we will evaluate the role and use of sales strategies in training and development, as well as how to apply them to your role within your organization.
What is everything you know about change was wrong?Oscar Trimboli
Navigating the myths of change and the importance of listening beyond what you hear, exploring the difference between a fixed and growth learning mindset
Oscar Trimboli
Cross Functional Teams and the Product ManagerSVPMA
This document summarizes a presentation by Ken Norton on working effectively as a product manager. Some key points include:
- Product managers often have accountability but little direct authority over teams who work on their products.
- It is important to build the right cross-functional team of about 7 people and invest "political capital" to do so.
- A product manager must communicate effectively to different stakeholders using their languages and represent the interests of those not in the room.
- To gain respect, a product manager should understand customer needs, remove obstacles for engineers, and make commitments for sales while bringing donuts for the team.
The document discusses various topics related to self-improvement including time management, self-management, motivation, creativity, and brainstorming. It provides information on what brainstorming is and the steps involved, which are to prepare the group, present the problem, guide the discussion, take action, and take your brainstorming further. It also discusses whether creativity can be learned and lists 7 habits of highly creative people such as feeding your brain, living in questions, and experimenting.
This document discusses how to accelerate your brand using social media. Some key points made are:
1) Your brand is determined by what others say about you on social media, not just what you say.
2) To manage your brand effectively using social media requires hard work and consistency over time.
3) An effective social media branding strategy involves choosing the right tools based on your goals and audience, establishing a central homebase, listening to conversations, and continually monitoring and measuring your brand.
In the past, I have written about using the Lean trio of SDCA, PDCA, EDCA with an umbrella of CAP-Do or in Non-Lean terms; Standard Work, Continuous Improvement, Design Thinking (Exploration), and Reflection.
In the book, Cracked it!: How to solve big problems and sell solutions like top strategy consultants, the authors lay out their 4s Framework in much the same manner with a flowchart to guide you through the use of it. Their dive into each discipline is excellent. Enjoy the read.
The part of the framework that they took the time with that most problem-solving books don’t is the Sell Stage. Of course, I am partial to that area but even though I am, when doing it for myself, I often just think people get it. Everyone wants to grow revenue or save time and money?
I also like that though it is convenient to put documentation at the end and part of this stage, I took a little deeper meaning from it. The part of sustaining, and even improving again often rests on the idea of how we deliver/sell the results.
How (Not) to Develop a Modern Product Management Practice at SpeedVMware Tanzu
This document outlines lessons learned from developing a modern product management practice quickly. It discusses the importance of empathy, building trust with leaders by demonstrating value through metrics, focusing on important rather than unimportant priorities, iterating frequently by shipping in slices and reducing dependencies. The overall message is that developing such a practice is a journey that requires patience and learning from mistakes through iteration.
This document provides an overview of the product management role and career path. It discusses that a product manager is responsible for leading a cross-functional team to optimize a product's market position and financial returns. Key responsibilities include defining product requirements and features, pricing strategies, promotion, and launch planning. The document outlines typical product manager interview questions and recommends courses like marketing, UX design, and business analytics to prepare. It also compares IT and non-IT product management roles and examples of companies that hire for each.
The document discusses the history and principles of agile software development. It notes that the initial focus of being adaptive and flexible has been lost over time, with organizations just following prescribed practices. The core of agile is adopting a mindset based on its values and principles rather than just doing practices. True agility comes from having an agile culture and mindset, not just mimicking practices. The document encourages developing an agile mindset in order to successfully implement agile practices within an organization.
How to Prioritize When Everything is Pri1Ruth Tomandl
The document provides guidance for game producers on how to prioritize work when facing competing demands and limited resources. It emphasizes establishing scope discipline by creating a realistic plan focused on the most important pillars of success, communicating that plan clearly, and being prepared to adjust for inevitable problems. Producers are advised to cultivate ownership of priorities by product owners, use the right process for their situation, and ask the right questions to continually assess how new work may impact established priorities and constraints.
Development Projects Failing? What can the Business Analyst Do?CTE Solutions Inc.
This seminar strives to explore why development projects often fail to deliver and what the BA can do about it. Though there are no magic solutions that will fix development challenges, there are industry recognized practices that can help the BA or PM strive to keep the work on track and deliver value to the client on time. The first half of the presentation explores the cause of development project failures and the second half presents practical and applicable solutions that any BA or PM can bring back to their team.
Becoming agile with Peapod Labs Sr. Product OwnerPromotable
What is Agile and what does it have to do with Product Management? We always hear companies use jargon like Agile. We know it's important, however many people don't understand what it is, when or why to use it and how to get started implementing Agile into your company's processes.
Takeways:
What is Agile? A mindset, not just a process
How to get started?
Development Cycle: From Project to Backlog
Agile Product Development Live cycle
Building an Agile Mindset into a Company’s Transformation.
About the Instructor: Rodrigue Carneiro is a Senior Product Manager at Peapod Digital Labs. He was previously a Sr. Product Manager at Ahold Delhaize, a large European company with a total of 21 brands with 6500 stores. Including Peapod Digital Labs, Food Lion, and Giant grocery stores.
How to Break Down PM in Startups vs. Big Companies by WeWork PMProduct School
Main takeaways:
- Know the difference in roles and responsibilities of a product manager at a large company vs a startup
- Learn the skills necessary to succeed in a large company vs a startup, and where the similarities are
- Leave with a better understanding of both, and an idea of which environment might be better for you
This document discusses impact mapping as a technique for delivering projects with impact. It provides an example of impact mapping for an MDM (mobile device management) product. The key steps of impact mapping include: defining goals and who they impact; identifying desired behaviors and how to enable them; establishing metrics to measure impact; and planning milestones to test assumptions. Impact mapping focuses on creating actual behavioral change rather than just shipping software.
This document discusses how to develop products with a growth approach rather than being feature-driven. It recommends focusing on goals and key results rather than features by using an OKR framework. Ideas should be prioritized and tested using a score based on metrics like impact, ease of implementation, and ability to reach users. Regular testing and analysis of results should inform reprioritization of the backlog to focus on improving key metrics like activation, retention and revenue. The process emphasizes continuous learning and improving based on feedback from users.
Talk about how we organize our work at Vincit Oy. We have 180 employees and only two managers. Work happens at team level and teams decide how they work. In this talk, I will discuss how change takes place in an organization like this. Typically, good things go viral and spread and you can try to imitate that if you want to drive change.
This talk will dive into the topic of how changes take place in the organization where teams are self-organizing and autonomous. There is no management. The talk will share some insights and practical examples that we have learned at Vincit where there are over 180 employees and two managers.
This document provides guidance on action planning to achieve business goals. It instructs the reader to identify a single, measurable wildly important goal with a deadline. It then has the reader list all current business activities and identify which are helping or hindering goal progress. The reader is guided to organize activities into an Eisenhower matrix based on urgency and importance to determine the order. Finally, it discusses identifying dependencies between activities to create a critical path and schedule tasks using a Gantt chart. The reader is also advised to hold themselves accountable with weekly reviews of progress and challenges.
This document discusses the role of business analysts (BAs) in software development projects and testing. It notes that many projects fail due to poor requirements, lack of communication, or an inability to manage changes. The BA plays an important role in eliciting requirements, communicating with stakeholders, and ensuring requirements are tested throughout development in an iterative process. BAs should work closely with developers from the start of a project using techniques like agile development and iterative testing to help address changes and improve the chances of project success.
Participant handouts from Scrum Master as a Facilitator workshop. During this workshop we learn and practice some basic meeting facilitation skills, focus on tips and tricks for Scrum ceremonies, and simulate a Scrum cycle using our learning
Mind Map: Write the Vision & Make it Happenjumokedada
Social Media Week Lagos 2015
Interactive workshop to help attendees assess their professional goals by examining where they are and preparing for where they want to be.
Attendee Takeaway Goals:
• A visual representation of your ideas
• A roadmap of how to take your ideas from thought to action
• Clarity and confidence to pursue your dreams
Supposedly agile methologies like Scrum and Kanban are currently very popular and often encouraged by developers, management and consultants from outside. It is often presented as an evolution or natural next step, while it may impose radical changes and actually prevent or hinder the goal of implementing the correct strategy for the company. This presentation is a review of the effects of implementation of scrum in an already agile software company. The aim of the presentation is to deliver the message that we should be careful with scrum and to provide the viewer with a perspective on team work as well as implementation strategies when dealing with Scrum. Covering: Scrum, Agile, Agile workers, team work, X-Y theory (McGregor) and more.
Feedback culture or anybody can offend an artist / Polina Navnyko (Belka Games)DevGAMM Conference
Feedback is an important part of the working process, but anyone can offend an artist. In this lecture, we will tell you how to use feedback as a tool for the professional growth of your ART / UI team, increase the involvement and responsibility of colleagues for the result of teamwork. We will give you examples from practice and give recipes for implementing an open feedback culture into your work.
This deck helps you to communicate what you do, how you do it, and how you could use ProdPad to make everyone’s lives easier!
* Pick the slides you need and remove the ones you don’t!
* Change the content if you need to
* Make the slides specific to your needs
* We hope it helps!
This document provides an in-depth overview of the Contest of Mayors feature in the mobile game SimCity BuildIt. The feature introduced a weekly contest where players are divided into groups of 100 and complete assignments tied to core game activities to earn points and compete on a leaderboard. It helped stabilize key performance indicators by providing regular gameplay and rewards. Over time, seasons were introduced to refresh the competition and further engage players through unique reward buildings.
This document discusses the character design of the Angry Birds. It outlines the history of the Angry Birds franchise from its origins in 2009 to its peak popularity in 2012-2014 to the 2016 redesign for the movie. It then examines key aspects of the original character design including their use of simple shapes like circles, triangles, and ovals. It notes how variations in size and shape combinations create character variety. It also discusses the use of bright primary colors and how shape and color combined create instantly recognizable silhouettes. Finally, it analyzes how the characters convey emotion, with their anger hooking people in and starting the narrative of the game.
Self-Determination theory is a psychological model that deals with questions of human motivation and basic psychological needs. It is highly applicable to game design.
Ad monetization is a popular platform for bringing revenue to free-to-play games. However, this model hides an inherent conflict of interest. Understanding the motives of all participants is important for maximising the impact.
The document provides an overview of the role of a creative director within a gaming studio. It discusses the creative director's responsibilities, which include defining the vision for a game, communicating that vision to stakeholders and teams, guiding the design process, and determining the scope of prototypes, minimum viable products, and releases. It also covers the necessary skills like psychology and business knowledge, understanding players and feedback, and iterating on ideas through concepts, prototypes, and live service updates. The creative director is responsible for the overall creative direction and vision of a game from ideation through launch and live operations.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
4. What is GROW Model
Framework
Max Landsberg in The Tao of Coaching, 1996
● Used extensively in corporate coaching
● Leadership skill development
● Applied to goal setting
● Applied for problem solving
● Simple and intuitive, yet versatile
5. The Framework
REALITY
Where you are
now
GOAL
What do you
want to achieve
OPTIONS
Tools and
resources at
your disposal
WILL
Plan of actions to
be taken based on
available options
that get you closer
to your goal
6. Game Design
The everyday work of game design
● Game consists of features
● Features need to have a reason for existence
● Features interact with other features
● Creative process is hard and messy
● Making creative decisions can be difficult
● Process is iterative
● There is a pitfall of running in circles
● Structured approach can be beneficial!
7. Goals
Where do we want to go?
● What do we want to achieve with the feature
we are trying to build?
● Each feature needs to have a purpose
● New features are built on top of existing ones
● They should fit with the rest of the game
● Features need to meet players’ expectations
● Some features need to hit business targets
● Implementation needs to meet quality
standards
8. S.M.A.R.T.
What is a good goal?
● Specific - vision of the feature needs to be clear
● Measurable - KPIs by which success of the feature is evaluated
● Attainable - feasible in given time with available resources
● Relevant - clear purpose of each feature
● Time boxed - schedule aligned with the release cycle
9. Reality
Where we are now?
● What is the current state of the game?
● What are open design questions?
● Are we building something new on top of something existing?
● What is the infrastructure that we already have?
● Which tools do we have at our disposal?
● What resources do we have at our disposal?
● How can we get what we need?
10. Options
What can we do?
● How do we tackle the problem at hand?
● What steps can we take?
● How do we come up with options?
● Five options approach
● Obstacle approach
● Ideal outcome approach
● Transformative approach
● Thinking outside of the box
11. Five Options Approach
There is more than one way...
● Applicable when we already have plenty of ideas
● Compile a list of all the ideas
● List pros and cons of each idea
● Perhaps do a SWOT analysis on ideas
● Prioritise ideas based on expected impact and difficulty of
implementation
12. Obstacle Approach
Clearing roadblocks
● Useful when we have one clear roadblock
● Imagine it magically removed
● What does reality look like?
● Allow us to move beyond the point at which we are stuck
● Ideally, this would help us realize how to go around, under,
or over the problem
13. Ideal Outcome Approach
Ideal future
● Imagine how the game looks in the ideal case
● Wark backwards and retrace the steps
● List all the things you need to have or to do to reach the goal
● Like solving a children labyrinth
14. Transformative Approach
Turning lead into gold
● Useful when we have something that already exists that we
want to build upon
● Is there something that we can adapt to fit the new purpose
● Is there something that we can add to existing features
● Can we solve the problem by simple tuning of existing
systems
15. Thinking Outside of the Box
Brainstorming
● Useful when we know what we want to achieve on the high
level but don’t know how
● Useful when we want something new
16. Will
What should we do?
● Steps that we decide
● Roadmap
● Action plan
● Task breakdown
17. Prioritizing
Choosing the best options
● Evaluate impact: associate value from 1 to 5
● Evaluate implementation cost: associate value from 1 to 5
● Plot all option on a 2D graph
● Evaluate in the context of the roadmap
● Sometimes less optimal option is better in the long run