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Using a Board Game to Introduce
  TRIZ-based Ideation Techniques

          Guido Giebens
           Managing Director
              ANTRIM bvba
Brussels, November 20, 2009
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)




                                                         2
TRIZ: Modified Model Rantanen & Domb
               Patterns of Evolution

                        Field

                        acts on
                          ACTS
              Tool/        ON
                                  Object
             Subject



                  Contradictions

                       Resources

                Ideal Final Result


                   40 principles




                                           3
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‟

                                          4
TARGETED USERS




                         The Future: Students
                                                The Distant Future:
    The Present:          (entrepreneurship,
                                                  Youngsters, new
     Enterprises         product development,
                                                 generation (pupils,
(production, services)        engineering,
                                                   youth groups)
                             economics…)




                                                                       5
Elements of the game
              Die &
              Pawns


    Base                Square
   Boards                cards




  Surprise              Project
   cards                 cards


             Resource
              cards

                                  6
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



                                                                                               7
Game scenario example (1)
Pick a project




Define IFR



Analyse context
                            8
Game scenario example (2)
Use initial resources




Roll dice


Use
   • Surprise cards +
   • Principles & Trends


Enrich & Evaluate           9
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

                                                            10
ANTRI3™ in action…
Antwerp
Leuven
Ljubljana
Oudenaarde
…




                          11
ANTRI3™ in action…




                     12
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

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Brussels Innova Conference2009

  • 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) 2
  • 3. TRIZ: Modified Model Rantanen & Domb Patterns of Evolution Field acts on ACTS Tool/ ON Object Subject Contradictions Resources Ideal Final Result 40 principles 3
  • 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‟ 4
  • 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…) 5
  • 6. Elements of the game Die & Pawns Base Square Boards cards Surprise Project cards cards Resource cards 6
  • 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 7
  • 8. Game scenario example (1) Pick a project Define IFR Analyse context 8
  • 9. Game scenario example (2) Use initial resources Roll dice Use • Surprise cards + • Principles & Trends Enrich & Evaluate 9
  • 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 10
  • 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