1. Using a Board Game to Introduce
TRIZ-based Ideation Techniques
Guido Giebens
Managing Director
ANTRIM bvba
Brussels, November 20, 2009
2. WHY THUS AND NOW?
Enabler: gaming
Need for
stimulation of • Success of revival of
board games
innovative thinking • Live examples and
• Important entrepreneurial experience of fun
skill (creative problem • Based on a treasure of
solving)
massive experience
• 2009 = European Year of
Creativity and Innovation (TRIZ)
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3. TRIZ: Modified Model Rantanen & Domb
Patterns of Evolution
Field
acts on
ACTS
Tool/ ON
Object
Subject
Contradictions
Resources
Ideal Final Result
40 principles
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4. RATIONALE: PRACTICAL
EXPERIENCE
Teaching use of TRIZ
techniques: „make it simple‟
Using TRIZ in consulting
projects: „spread the words of
wisdom‟
Passing TRIZ knowledge on to
the next generation: „let them
have fun and be proud‟
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5. TARGETED USERS
The Future: Students
The Distant Future:
The Present: (entrepreneurship,
Youngsters, new
Enterprises product development,
generation (pupils,
(production, services) engineering,
youth groups)
economics…)
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6. Elements of the game
Die &
Pawns
Base Square
Boards cards
Surprise Project
cards cards
Resource
cards
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7. GAME SCENARIO EXAMPLE
Each team:
Pick a Analyse Enrich &
project Context Roll Dice Exchange
Define Use Initial Use Select
Ideal Final resources Surprise and
Result cards, Present
Principles
& Trends
from
square
cards
FLIPCHART/POST-IT
I F R
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10. Principles and Trends applied
to the game design
Principles
Universality
Segmentation
Local Quality
Breaking down of
boundaries
Merging
Universality “Mono-bi-poly”
Preliminary action
Increasing degrees
of freedom
Another way round
Environmental
Dynamics concern
Another dimension
Intermediary Trends
Homogeneity
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13. Thank you for your attention
Guido Giebens
Managing Director
ANTRIM bvba
Presently available in Dutch or English version Wouwersveld 15
2630 Aartselaar
Belgium
We are looking for “localisers” guido@viisiteam.com
(translation into other
European languages) www.viisiteam.com