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Serious Play: How the World's Best Companies Simulate to Innovate [Hardcover]

Michael D Schrage
5.0 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

1 Nov 1999 0875848141 978-0875848143 First Printing
Serious Play is about serious work: how the world's leading companies model, prototype, and simulate to innovate. Increasingly, prototypes are the key platforms and models are the core media for managing risk and creating value. They allow for cost-effective creativity, encourage profitable improvisation, and inspire organizations to collaborate in unexpected ways. Serious Play is a crisply written handbook for product, process and project leaders who are determined to manage their innovation initiatives successfully.

As digital technologies for modeling and simulation offer more value for less money, they provoke fundamental challenges to organizational culture and design. MIT research associate Michael Schrage asserts that conventional wisdom surrounding innovation gets turned inside out: What innovative companies choose not to model often proves more important than what they do. Contrary to the popular assumption that innovative teams generate innovative prototypes, in fact innovative prototypes generate innovative teams. How innovators play with their models and simulations invariably matters far more than what they actually plan. In fact, Schrage shows why innovative firms cannot seriously plan unless they seriously play.

Drawing upon a range of companies as diverse as Walt Disney, Boeing, Merrill Lynch, General Electric, IBM, IDEO, Microsoft, Royal Dutch Shell, DaimlerChrysler and American Airlines, Schrage identifies the common patterns and practices that distinguish productive prototyping cultures from pathological ones. He explores the intimate connection between how leading innovators model reality and how they actually manage it. He examines prototyping failures as rigorously as he explains prototyping successes.

The essential message of Serious Play is that tomorrow's innovations will increasingly be the byproduct of how companies and their customers behave-and misbehave-around this new generation of models, prototypes, and simulations. The distinction between serious play and serious work dissolves as technology gives innovators ever-increasing opportunities to simulate and prototype their ideas. As the media for modeling radically change, so will the organizations that use them.

With real-world examples and engaging anecdotes, Schrage argues that the future of prototyping is the future of innovation. A User's Guide included in the book helps readers quickly take away the innovation practices profiled throughout. A landmark book by one of the most perceptive voices in the field of innovation, Serious Play will lay serious claim to the hearts and minds of forward-looking business managers.



Product details

  • Hardcover: 272 pages
  • Publisher: Harvard Business School Press; First Printing edition (1 Nov 1999)
  • Language: English
  • ISBN-10: 0875848141
  • ISBN-13: 978-0875848143
  • Product Dimensions: 16.5 x 2.2 x 24.1 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 114,581 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Amazon Review

Forget the old saying, all work and no play. World-class companies today need play--serious play--if they want to make truly innovative products, argues Michael Schrage, an MIT Media Lab fellow and Fortune magazine columnist. In Serious Play he writes, "When talented innovators innovate, you don't listen to the specs they quote. You look at the models they've created". Whether it's a spreadsheet that tests a new financial model or a foam prototype of a calculator, what interests Schrage is not the model itself, but the behaviour that play--be it modelling, prototyping, or simulation--inspires.

Schrage examines the approaches to successful prototyping at companies such as AT&T, Boeing, Microsoft and DaimlerChrysler and describes the kind of culture that's needed for encouraging innovation. In the last chapter, he lays out the 10 rules of serious play, including: be willing to fail early and often; know when the costs outweigh the benefits; know who wins and who loses from an innovation; build a prototype that engages customers, vendors and colleagues; create markets around prototypes; and simulate the customer experience. Well written and inspiring, Serious Play, is a first-rate user's guide for managers, project leaders and other innovators. --Dan Ring, Amazon.com

About the Author

Michael D. Schrage is a research associate at the MIT Media Lab, A Merrill Lynch Forum Innovation Fellow and a columnist for Fortune magazine.

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We shape our models, and then our models shape us. Read the first page
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3 of 4 people found the following review helpful
Format:Hardcover
Schrage makes clear that there is much more value to prototypes and simulations than learning about the developing concept. The prototypes and simulations can also teach us about the development of the designers involved. Using a mixture of Design and IT case studies the book puts forward a sound argument for making more use of prototyping and simulations, to improve quality and success.
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5 of 8 people found the following review helpful
Format:Hardcover
Any book with a foreword from Tom Peters (Read! Act! Now!) has to be approached with caution. This one passes the test. There have been books about innovation and rapid prototyping; about shortening mean-time-to-market. This is a 'mean' book, well written with the potential for rapid payback. It's central thesis is that organisations manage themselves by managing their prototypes.

Subtitled "How the world's best companies simulate to innovate", Serious Play is about the kind of inspired innovation that can only be (relatively) safely achieved within a model or simulation. The classic example must be the Boeing 777. Nowadays, the tools are available and at negligible real cost, to enable modelling and simulation to be carried out at will, often, but, most of all, NOW!

The classic computer-based modelling medium is the software spreadsheet. This was the system to be seen with. Within five years of its invention by Dan Brinklin, a Harvard Business School student in 1979, VisiCalc, the first electronic spreadsheet for personal computers, over one million spreadsheets were being sold annually.

As the cost of computing falls even faster than computer power and capacity grow, it is economically viable to 'waste' modelling time and iteration in search of innovation. Knowing where and when to pause for a moment (but never stop) is the real issue.

Bit while simulation should be a source of innovative surprise and increasing serendipity, it will also be the breeding ground of disruption and dissension. Modelling can and will produce results that are not only surprising but can be profoundly disturbing for those directly affected. It is still rare for managers enthusiastically to design themselves out of a job. Who owns the model (marketing, production, design or even the customer) matters as well as who benefits from the successful introduction of the resulting innovations. This will be test that separates the chic from the gauche in the 21st Century.

Models without metrics are meaningless. The most significant measurement, however, is not mean-time-to-market but customers' perceived mean-time-to-payback. The success of VisiCalc was due in largest measure to the perception that, including the cost of buying a PC and learning how to use the software, the payback time was less than two weeks. Therein lies the final message.

With endless iteration possible at near to nil cost, the 'model' for the development of models that "s(t)imulate to innovate" is more biological evolution rather than inorganic IT. Increasingly, innovation will evolve from the computer as the product of rapid iteration than as the step by step process of design.

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Amazon.com: 4.4 out of 5 stars  21 reviews
36 of 38 people found the following review helpful
5.0 out of 5 stars This book changed how I think about simulation 18 Nov 1999
By Michael P. Bean - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
This is one of the best books on simulation that I've read. Through many intriguing examples, Serious Play shows how simulation can accelerate and improve decision-making. The book explains how simulation can be a critical tool for strategic planning. Schrage frames simulation as an inclusive, primary business activity, instead of something exclusive, performed by experts in a back office.

I especially liked Schrage's recognition of spreadsheets as a simulation tool. In discussions on simulation, spreadsheets are usually ignored because they are seen as unsophisticated. Schrage shows how spreadsheet simulations made many of the financial innovations of the 80s and early 90s possible.

In addition to convincing readers that simulations are valuable, Schrage does a good job of introducing readers to how simulations can be implemented in business. The chapters near the end of the book on measuring the ROI of simulations and his brief user's guide provide some useful tools for those interested in using simulations and prototypes to improve decision-making.

24 of 24 people found the following review helpful
4.0 out of 5 stars The Big Picture 2 Dec 1999
By Greg Clay (gregory.r.clay@ac.com) - Published on Amazon.com
Format:Hardcover
Schrage makes strong arguments for the value of simulating/modeling/prototyping. By treating these terms as synonyms, he is able to avoid being dragged down in the minutae of modeling techniques and approaches.

This book will help engineers, designers and simulationists communicate the value of prototypes. Executives will understand some of the potential pitfalls of managing prototype-driven products. Pariticularly interesting are his points on how modeling affects behavior in an organization and how an organization must be prepared to handle innovative prototypes.

Simulationists looking for discussions including terms like "discrete-event," "systems dynamics," and "probability distribution" will want to look elsewhere. Schrage's examples, mostly from the world of spreadsheet financial models, physical product prototyping, and software development, deal with the organizational implications of innovative prototypes, not "how to" develop prototypes.

34 of 36 people found the following review helpful
5.0 out of 5 stars Simulation Enlarges Shared Space, Thinking, and Results! 17 Sep 2000
By Donald Mitchell - Published on Amazon.com
Format:Hardcover
:'Serious play is not an oxymoron; it is the essence of innovation.'

Serious Play is one of those rare books that will change the paradigms that many companies and other organizations have, enable them to learn faster and more effectively, and then make better decisions.

In the foreword, Tom Peters connects the concepts in this book to one that Bob Waterman and he wrote about in In Search of Excellence: Ready, Fire, Aim! The idea is that we can learn a lot by trying things out before they are finalized. In the process, our aim improves. This is an elegant description of some of the advantages of simulation.

The book is rich in examples of how companies use simulation. These examples are clustered around financial models (both spreadsheets and more advanced computer models) for transaction decisions, creating three-dimensional models of new products for development and testing (Boeing's 777 and DaimlerChrysler's new cars), improving choices around environmental changes (Royal Dutch/Shell's planning process), and examining business model alternatives (demand and scheduling simulations for airlines and hotels, and combining better cost information from activity-based costing to identify strategic alternatives). Each of these clusters is examined in some detail, with lots of lessons of what works and what does not.

Here are the book's organizational structure and key ideas:

Part I: Getting Real

1. The New Economics of Innovation (it's usually cheaper to spend time and money on simulations than to make mistakes in the marketplace)

2. A Spreadsheet Way of Knowledge (spreadsheets allow companies to look at more alternatives and explain them better, but there are dangers in relying on faulty ones)

Part II: Model Behavior

3. Our Models, Ourselves (models reflect how we think about innovation and our assumptions more than the real world)

4. Productive Waste (the more we waste in thinking through alternatives, the better the final result and eventual economic returns are as long as we are focused on speed to implementation)

5. Preparing for Surprise (the most valuable benefits come from surprises we don't expect -- be sure to keep your eyes open and follow up)

6. Perils of Pathological Prototyping (ways to make simulations worthless or harmful -- lessons of what to avoid doing)

Part III: S(t)imulating Innovation

7. S(t)imulating Interventions (creating shared space and information flows allows more types of stakeholders to participate including suppliers, other internal functions, and customers)

8. Measuring Prototyping Paybacks (understanding how you generate the most value from your project can improve your process)

9. Going Meta: Evolution as a Business Practice (future steps for simulation improvements)

User's Guide (10 key lessons):

(1) Ask who benefits? This may create bias. Eliminate or reduce the bias.

(2) Decide what the main paybacks should be and measure them. Rigorously. Without this focus, your process can miss the most important elements of the activity for you.

(3) Fail early and often. Iterations are more important than making the most progress with each prototype.

(4) Manage a diversified prototype portfolio. Each way you prototype will have biases and errors in it. By duplication of prototypes in different forms, you can avoid those mistakes.

(5) Commit to a migration path. Honor that commitment. This means that you integrate simulations into a business process.

(6) Prototypes should encourage play. Otherwise, finished models simply cast ideas in concrete (clay models of cars often had this effect)

(7) Create markets around the prototype. This means getting customers involved through methods such as beta testing.

(8) Encourage role playing. This is an effective way to create empathy and a shared view of the problem.

(9) Determining the points of diminishing return. This means to spend your time and efforts in those areas that are most productive, and to manage your total time to implementation against the cost of errors you can eliminate.

(10) Record and review relentlessly and rigorously. This is the idea of how to improve your overall simulation process.

What, then, are the limitations of this book? As someone who has worked with simulations and studied them for over 25 years, I believe the author missed some important points:

A- Simulations are even more valuable for choosing what technologies to pursue than they are for any of the applications described here. By combining factors like the expected rate of cost decline, effectiveness enhancement, inherent demand for the technology, price elasticities, and functionality, one can estimate likely paths for one technology to dominate others. Then you can plan your development path to take advantage of those paths.

B- All public companies can benefit from simulations involving polling of current and potential shareholders, but most limit themselves to financial models and spreadsheets which produce misleading results.

C- A major advantage of simulations for looking at external scenarios outside your control is that those using the scenarios begin to think of strategies that will outperform under all these circumstances (Arie de Geus taught me this from his experience at Royal Dutch/Shell, but it was not reported in this book).

D- Simulations are also very useful for generating new technology concepts. I often use these in my consulting practice to help R & D organizations to locate new technologies that are worth developing.

E- Simulations work best because the play has no immediate 'real world' consequences. In several places, the author seems to suggest that people be evaluated for how well they perform in simulations (the military does this). Those real world consequences will harm the value of the simulation for creativity purposes. See Creativity in Context. As a result, I find the title a little off target. I think a better one would have been Seriously Improving Results from Playful Play.

F- Simulations do not have to be numbers, model, or prototype based. Some of the most useful ones I have seen are based on having people create their own stories and story boards. Although story boards are described here as a method, they are not explored nearly enough.

G- The author isn't careful enough about his use of terms. As a result (although he warns us to be careful), it isn't always clear what he means by a 'model' or a 'prototype.' I was surprised by this weakness in an otherwise well-done book.

H- Simulations using analogies are among the most powerful. I did not see any of these described here. You can read the Synectics literature to get ideas for how to do this.

Despite these limitations, I strongly urge you to read and apply this book. Simulation is a major step forward in improving innovation and communications. Those who fail to master simulation methods are doomed to be overcome by them.

After you have finished reading the book, think about the 5 areas where an improved result would be most valuable to your company. Then think about how you could use simulations to help you create those improvements. Be sure to set high goals (like 2,000 percent solutions)! Then get started today! You'll be amazed at what you can learn!

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