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

Serious Play: How the World's Best Companies Simulate to Innovate (Hardcover)

by Michael D Schrage (Author) "We shape our models, and then our models shape us ..." (more)
5.0 out of 5 stars See all reviews (2 customer reviews)
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Product details

  • Hardcover: 244 pages
  • Publisher: Harvard Business School Press; illustrated edition edition (1 Nov 1999)
  • Language English
  • ISBN-10: 0875848141
  • ISBN-13: 978-0875848143
  • Product Dimensions: 23.6 x 15.8 x 3 cm
  • Average Customer Review: 5.0 out of 5 stars See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 138,406 in Books (See Bestsellers in Books)

    Popular in this category:

    #34 in  Books > Science & Nature > Engineering & Technology > Production, Manufacturing & Operational > Modelling, Prototypes & Simulations
  • See Complete Table of Contents

Product Description

Amazon.co.uk 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

Product Description
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.

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Serious Play: How the World's Best Companies Simulate to Innovate
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Serious Play: How the World's Best Companies Simulate to Innovate 5.0 out of 5 stars (2)
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5 of 7 people found the following review helpful:
5.0 out of 5 stars The most significant metric is perceived mean-time-topayback, 6 Jan 2000
By Mr. M. Johnston "Michael Johnston" (London) - See all my reviews
(REAL NAME)   
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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3 of 4 people found the following review helpful:
5.0 out of 5 stars An excellent perspective on prototypes and simulations., 5 Jul 2001
By k.hilton@unn.ac.uk (Newcastle upon Tyne, England.) - See all my reviews
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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