Creative Agility Tools

Creative Agility Tools

Author: Grant Shonkwiler

Publisher:

Published: 2018-12-05

Total Pages: 120

ISBN-13: 9780692136546

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Innovative new products now require a seamless integration of software, art, user experience and often hardware design in order to be successful. Products like the Nest (TM) thermostats have taken the market by storm with their simplicity, beauty and deep functionality. In order to compete organizations need to foster greater collaboration among disparate disciplines so that the synthesis of their work creates a greater sum. This book contains 100+ proven practices to do just that, for both cross-discipline teams and organizations. These practices originated for use in the video game industry but have over the past 40 years have been refined and adopted by innovative companies outside the video game industry. The book helps teams and organizations: - Improve how cross-discipline teams execute on a day-to day basis- Overcome barriers to becoming great teams- Facilitate change and engagement though improved coaching and leadership- Respect and aide the personal growth of developers- Stream-line iterations-Guide projects and manage risk- Raise the quality bar throughout the organization- Enhance your company's environment for developersAuthors Clinton Keith and Grant Shonkwiler have combined decades of development experience applying these practices in the video game and creative product development industries. They've collaborated with other veterans to bring this collection of advanced practices, originally for the video game industry in the book "Gear Up," to the rest of the creative product development industry.


Leadership Agility

Leadership Agility

Author: William B. Joiner

Publisher: John Wiley & Sons

Published: 2006-10-20

Total Pages: 341

ISBN-13: 0787979139

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Leadership Agility is the master competency needed for sustained success in today’s complex, fast-paced business environment. Richly illustrated with stories based on original research and decades of work with clients, this groundbreaking book identifies five levels that leaders move through in developing their agility. Significantly, only 10% have mastered the level of agility needed for consistent effectiveness in our turbulent era of global competition. Written in an engaging, down-to-earth style, this book not only provides a map that guides readers in identifying their current level of agility. It also provides practical advice and concrete examples that show managers and leadership development professionals how they can bring greater agility to the initiatives they take every day.


Agile Game Development with Scrum

Agile Game Development with Scrum

Author: Clinton Keith

Publisher: Pearson Education

Published: 2010-05-23

Total Pages: 615

ISBN-13: 0321670280

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Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum’s goals, roles, and practices in the context of game development Communicating and planning your game’s vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks— even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio’s current processes Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.


People Over Process

People Over Process

Author: Michael K. Levine

Publisher: CRC Press

Published: 2019-09-23

Total Pages: 291

ISBN-13: 1000682544

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This book helps participants in agile software development environments learn to become leaders. Facilitative leaders should be at every level of the organization, from individual contributor to informal team leader to managers of all stripes -- it takes much focus and intentionality from senior organizational leaders, who have special obligations in creating successful lean and agile development environments. But, beyond the principles of facilitative leadership for agility, People over Process provides tips and demonstrative scenes for the more important and common software meetings: architecture simulations, project planning, team configurations, retrospectives, and more. The author fully illustrates the principles and shares proven techniques for the most important leadership events in agile projects. While this book focuses on facilitating extraordinarily well-prepared meetings, it serves as a metaphor for leadership more broadly. The leader’s obligation to help their team make rigorous fact-based decisions; to gain broad input and have participants aligned on the outcomes and next steps; and to do so in an efficient way that respects the time of the participants is as relevant to every-day leadership activity as it is to conducting meetings. The author mixes background and explanation with demonstration -- in this case, the story of an agile project at the fictitious Pacifica Bank. The scenario constructed at Pacifica illustrates the concepts of effective leadership and productive workplace environments. The book concentrates on the flow of software from understanding what is needed through design, development, testing, and deployment. Essentially, the author provides a simple and powerful model of leadership, examples, and tips. This is not a cookbook on how to lead -- It is a set of principles and examples. All leaders must find their own way for their team, their organization, and their unique challenges.


Software Creativity 2.0

Software Creativity 2.0

Author: Robert L. Glass

Publisher: developer.* Books

Published: 2006

Total Pages: 543

ISBN-13: 0977213315

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Glass explores a critical, yet strangely neglected, question: What is the role of creativity in software engineering and computer programming? With his trademark easy-to-read style and practical approach, backed by research and personal experience, Glass takes on a wide range of related angles and implications. (Computer Books)


Collective Genius

Collective Genius

Author: Linda A. Hill

Publisher: Harvard Business Review Press

Published: 2014-05-13

Total Pages: 318

ISBN-13: 1422187594

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Named one of "10 Management Classics for 2022" by Thinkers50 Why can some organizations innovate time and again, while most cannot? You might think the key to innovation is attracting exceptional creative talent. Or making the right investments. Or breaking down organizational silos. All of these things may help—but there’s only one way to ensure sustained innovation: you need to lead it—and with a special kind of leadership. Collective Genius shows you how. Preeminent leadership scholar Linda Hill, along with former Pixar tech wizard Greg Brandeau, MIT researcher Emily Truelove, and Being the Boss coauthor Kent Lineback, found among leaders a widely shared, and mistaken, assumption: that a “good” leader in all other respects would also be an effective leader of innovation. The truth is, leading innovation takes a distinctive kind of leadership, one that unleashes and harnesses the “collective genius” of the people in the organization. Using vivid stories of individual leaders at companies like Volkswagen, Google, eBay, and Pfizer, as well as nonprofits and international government agencies, the authors show how successful leaders of innovation don’t create a vision and try to make innovation happen themselves. Rather, they create and sustain a culture where innovation is allowed to happen again and again—an environment where people are both willing and able to do the hard work that innovative problem solving requires. Collective Genius will not only inspire you; it will give you the concrete, practical guidance you need to build innovation into the fabric of your business.


Organizational Creative Capabilities

Organizational Creative Capabilities

Author: Guy Parmentier

Publisher: John Wiley & Sons

Published: 2024-09-04

Total Pages: 187

ISBN-13: 1394284276

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Creativity, whether individual or collective, is often approached without taking into account organizational processes, routines and management systems. However, in today’s constantly changing world, developing creativity at all levels of an organization is the key to developing a continuous flow of innovation and solving complex problems in order to achieve set goals. Organizational Creative Capabilities presents a comprehensive approach to creativity, with a view towards building a genuine organizational capability with the potential to deliver strategic advantages. The book provides an understanding of organizational creative capabilities through methods of openness, slack, socialization, agility, equipment and idea management. It provides keys and examples for developing recurrent, value-creating creativity, and also addresses the question of measuring the performance of creative capabilities.


Tools for Ideas

Tools for Ideas

Author: Christian Gänshirt

Publisher: Walter de Gruyter

Published: 2012-10-11

Total Pages: 256

ISBN-13: 3034609248

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Architects today must position themselves within an extremely wide-ranging field of qualifications. This makes it all the more important to have a fresh introduction to the field that makes up one of their core competences, the field of design. This introductory presentation describes and analyzes the theories, strategies, and tools of creative design for the purposes of practical work. With thoughtfulness and expertise, it opens the reader’s eyes to the processes that underlie design and demonstrates different ways of communicating about complex design work. The first section focuses on the much-discussed relationship between design and research, between architecture and the sciences. The second section describes basic design approaches, from Vitruvius and Alberti through Erwin Panofsky and Wolfgang Kemp to Otl Aicher and Vilém Flusser. The third and largest section presents the elementary tools of design, from gestures and words through drawings, models, and simulations to critique, all as instruments of creative design in architecture and its related fields.


A Playful Production Process

A Playful Production Process

Author: Richard Lemarchand

Publisher: MIT Press

Published: 2021-10-12

Total Pages: 409

ISBN-13: 0262045516

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How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.