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Neuromarketing Armoury

Neuromarketing Armoury

Author: Hedda M.Econ.
Publisher: Createspace Independent Publishing Platform
ISBN: 1543261892
Pages: 154
Year: 2017-02-24
This book is not intended to be read in one sitting, since it will certainly leave you breathless, but as a manual you will use in day-to-day business, reading the chapters you find essential for your business activity. The Croatian edition of this book was published under the title Marketinska oružarnica. The book Neuromarketing Armoury is a redesigned version of the Croatian original. The book also contains numerous tests which may help boost your brain's creativity in solving marketing problems (determining the retail price, market positioning, product design etc.), as well as a number of techniques assistant professors can utilise in their exercises at the faculty. This book will teach all of you who have been in business for a long time now the marketing practice tricks! To all of you who are studying, it will serve as additional bibliography worth reading and aimed at training you in marketing! After you have read the Book, you will inevitably raise the following question: "Is there an end to the traditional marketing in sight?" According to the suggestions made by the Author of this Book, the answer to this question is a positive one. Therefore, we can say the following: Goodbye, the traditional marketing! Hello, neuromarketing!
The Art of Game Design

The Art of Game Design

Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Pages: 600
Year: 2015-09-15
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Actionable Gamification

Actionable Gamification

Author: Yu-kai Chou
Publisher: CreateSpace
ISBN: 1511744049
Pages: 510
Year: 2015-04-14
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.
Ten Types of Innovation

Ten Types of Innovation

Author: Larry Keeley, Helen Walters, Ryan Pikkel, Brian Quinn
Publisher: John Wiley & Sons
ISBN: 1118571398
Pages: 276
Year: 2013-07-15
Innovation principles to bring about meaningful and sustainable growth in your organization Using a list of more than 2,000 successful innovations, including Cirque du Soleil, early IBM mainframes, the Ford Model-T, and many more, the authors applied a proprietary algorithm and determined ten meaningful groupings—the Ten Types of Innovation—that provided insight into innovation. The Ten Types of Innovation explores these insights to diagnose patterns of innovation within industries, to identify innovation opportunities, and to evaluate how firms are performing against competitors. The framework has proven to be one of the most enduring and useful ways to start thinking about transformation. Details how you can use these innovation principles to bring about meaningful—and sustainable—growth within your organization Author Larry Keeley is a world renowned speaker, innovation consultant, and president and co-founder of Doblin, the innovation practice of Monitor Group; BusinessWeek named Keeley one of seven Innovation Gurus who are changing the field The Ten Types of Innovation concept has influenced thousands of executives and companies around the world since its discovery in 1998. The Ten Types of Innovation is the first book explaining how to implement it.
Running Lean

Running Lean

Author: Ash Maurya
Publisher: "O'Reilly Media, Inc."
ISBN: 1449305172
Pages: 207
Year: 2012-02-28
Offers a systematic approach to product/market fit, discussing customer involvment, optimal time to obtain funding, and when to change the plan.
Gamification at Work

Gamification at Work

Author: Janaki Mythily Kumar, Mario Herger
Publisher:
ISBN: 8792964079
Pages: 168
Year: 2013
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.
Software for People

Software for People

Author: Alexander Maedche, Achim Botzenhardt, Ludwig Neer
Publisher: Springer Science & Business Media
ISBN: 3642313701
Pages: 294
Year: 2012-09-15
This book provides key insights into current trends of software product management, software development and user-centered design of software. Includes cross-industry best practice cases from well-known companies.
Getting Started in Transmedia Storytelling

Getting Started in Transmedia Storytelling

Author: Robert Pratten
Publisher: CreateSpace
ISBN: 1515339165
Pages: 224
Year: 2015-08-19
This is the second edition of Robert Pratten's massively popular Getting Started in Transmedia Storytelling. It's a practical guide to developing cross-platform and pervasive entertainment written by a thought-leader and early practitioner. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights gained from years of work in multi-platform interactive storytelling.
The New Social Learning, 2nd Edition

The New Social Learning, 2nd Edition

Author: Tony Bingham, Marcia Conner
Publisher: Association For Talent Development
ISBN: 1562869965
Pages: 352
Year: 2015-06-15
“Social learning is a fundamental shift in how people work leveraging how we have always worked, now with new, more humanizing tools, accelerating individual and collective reach, giving us the resources to create the organization, and the world, we want to live in.” In this newly revised and updated edition of The New Social Learning, Tony Bingham and Marcia Conner dispel organizational myths and fears about social media. By sharing the success stories of socially engaged companies and people, the much-anticipated second edition persuasively makes the case for using social media to encourage knowledge transfer and real-time learning in a connected and engaging way. As Steve LeBlanc noted, “Social learning thrives in a culture of service and wonder. It is inspired by leaders, enabled by technology, and ignited by opportunities that have only recently unfolded.” Brand-new case studies about innovative organizations such as Boston Children s Hospital, National Australian Bank, LAZ Parking, Sanofi Pasteur, Cigna, CENTURY 21, and Roche Pharmaceuticals illustrate cutting-edge social learning approaches that cultivate environments where great people can do their best work. The New Social Learning lays the foundation for improving the way you engage with colleagues, collaborate with teams anywhere in the world, and build workforce capability. Take the next step to connect skills and knowledge and move your own organization forward as you reclaim and revolutionize workplace learning.
Mindhacker

Mindhacker

Author: Ron Hale-Evans, Marty Hale-Evans
Publisher: John Wiley & Sons
ISBN: 1118166434
Pages: 408
Year: 2011-08-10
Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible.
Trend-Driven Innovation

Trend-Driven Innovation

Author: Henry Mason, David Mattin, Maxwell Luthy, Delia Dumitrescu
Publisher: John Wiley & Sons
ISBN: 1119076323
Pages: 368
Year: 2015-10-02
Trend-Driven Innovation Beat accelerating customer expectations. Every business leader, entrepreneur, innovator, and marketer wants to know where customers are headed. The problem? The received wisdom on how to find out is wrong. In this startling new book, the team at TrendWatching share a powerful, counter-intuitive truth: to discover what people want next, stop looking at customers and start looking at businesses. That means learning how to draw powerful insights from the way leading brands and disruptive startups—from Apple to Uber, Chipotle to Patagonia—redefine customer expectations. Sharing the secrets that have led thousands of the world's most successful brands and agencies to rely on TrendWatching for over a decade, Trend-Driven Innovation is the book that will reconfigure your view of the business world forever. You'll learn: How to spot emerging trends using three crucial building blocks, and how to recognize the expectation gaps that herald opportunity. Why most professionals focus on precisely the wrong trends and innovations, and how to avoid this. How to turn trends and insights into innovations that customers will love. Amid the endless change that defines today's business environment, opportunity is everywhere. Highly practical, and featuring real-world examples from around the world, Trend-Driven Innovation is the actionable, battle-tested manual that will enable you harness those opportunities time after time. Setting you up to build an organization that matters, products customers love, and campaigns people can't stop talking about.
The New Technology Elite

The New Technology Elite

Author: Vinnie Mirchandani
Publisher: John Wiley & Sons
ISBN: 1118237277
Pages: 400
Year: 2012-02-28
How-to guidance for optimizing incumbent technologies to deliver a better product and gain competitive advantage Their zip codes are far from Silicon Valley. Their SIC codes show retail, automobile or banking. But industry after industry is waking up to the opportunity of "smart" products and services for their increasingly tech-savvy customers. Traditionally technology buyers, they are learning to embed technology in their products and become technology vendors. In turn, if you analyze Apple, Google, Amazon, Facebook, Twitter and eBay, you marvel at their data centers, retail stores, application ecosystems, global supply chains, design shops. They are considered "consumer" tech but have better technology at larger scale than most enterprises. The old delineation of technology buyer and vendor is obsolete. There is a new definition for the technology elite - and you find them across industries and geographies. The 17 case studies and 4 guest columns spread through The New Technology Elite bring out the elite attributes in detail. Every organization will increasingly be benchmarked against these elite - and soon will be competing against them. Contrasts the productivity that Apple, Google and others have demonstrated in the last decade to that of the average enterprise technology group Reveals how to leverage what companies have learned from Google, Apple, Amazon.com, and Facebook to your company's advantage Designed for business practitioners, CEOs, CFOs, CIOs, technology vendors, venture capitalists, IT consultants, marketing executives, and policy makers Other titles by Vinnie Mirchandani: The New Polymath: Profiles in Compound-Technology Innovations If you're looking to encourage technology innovation, look no further. The New Technology Elite provides the building blocks your company needs to become innovative through incumbent technologies.
Playing Tyler

Playing Tyler

Author: T L Costa
Publisher: Watkins Media Limited
ISBN: 1908844620
Pages: 304
Year: 2013-07-02
When is a game not a game? Tyler MacCandless can’t focus, even when he takes his medication. He can’t focus on school, on his future, on a book, on much of anything other than taking care of his older brother, Brandon, who’s in rehab for heroin abuse… again. Tyler’s dad is dead and his mom has mentally checked out. The only person he can really count on is his Civilian Air Patrol Mentor, Rick. The one thing in life it seems he doesn’t suck at is playing video games and, well, thats probably not going to get him into college. Just when it seems like his future is on a collision course with a life sentence at McDonald’s, Rick asks him to test a video game. If his score’s high enough, it could earn him a place in flight school and win him the future he was certain that he could never have. And when he falls in love with the game’s designer, the legendary gamer Ani, Tyler thinks his life might finally be turning around. That is, until Brandon goes MIA from rehab and Tyler and Ani discover that the game is more than it seems. Now Tyler will have to figure out what’s really going on in time to save his brother… and prevent his own future from going down in flames.
GIS and the Social Sciences

GIS and the Social Sciences

Author: Dimitris Ballas, Graham Clarke, Rachel S. Franklin, Andy Newing
Publisher: Routledge
ISBN: 1317638824
Pages: 280
Year: 2017-09-18
GIS and the Social Sciences offers a uniquely social science approach on the theory and application of GIS with a range of modern examples. It explores how human geography can engage with a variety of important policy issues through linking together GIS and spatial analysis, and demonstrates the importance of applied GIS and spatial analysis for solving real-world problems in both the public and private sector. The book introduces basic theoretical material from a social science perspective and discusses how data are handled in GIS, what the standard commands within GIS packages are, and what they can offer in terms of spatial analysis. It covers the range of applications for which GIS has been primarily used in the social sciences, offering a global perspective of examples at a range of spatial scales. The book explores the use of GIS in crime, health, education, retail location, urban planning, transport, geodemographics, emergency planning and poverty/income inequalities. It is supplemented with practical activities and datasets that are linked to the content of each chapter and provided on an eResource page. The examples are written using ArcMap to show how the user can access data and put the theory in the textbook to applied use using proprietary GIS software. This book serves as a useful guide to a social science approach to GIS techniques and applications. It provides a range of modern applications of GIS with associated practicals to work through, and demonstrates how researcher and policy makers alike can use GIS to plan services more effectively. It will prove to be of great interest to geographers, as well as the broader social sciences, such as sociology, crime science, health, business and marketing.
Revolutionize Learning & Development

Revolutionize Learning & Development

Author: Clark N. Quinn
Publisher: John Wiley & Sons
ISBN: 1118864115
Pages: 256
Year: 2014-04-07
Transform learning and development practices to make your programs relevant and meaningful Existing training and development practices need a major overhaul. Learning and development practitioners and managers must increasingly face the fact that old methods are no longer relevant in today's tech-savvy world and, in many cases, they simply don't work. In Revolutionize Learning and Development, you'll get a straightforward look at how people really learn and get introduced to practical steps for rethinking, redesigning, and reestablishing learning delivery. This book shows you how to take advantage of new understandings and new technologies so you can make a meaningful impact on your organization. In four sections, the book lays out crucial background knowledge, conceptual frameworks, and practical steps for transforming learning and development so that it has the greatest return for businesses. Managers, practitioners, and executives will benefit from the illustrations, vignettes, and sidebars that highlight the author's advice and expertise. Learn to avoid the pitfalls of outdated and irrelevant learning solutions, including those that ignore the importance of clear objectives, proper execution, and thorough evaluation Discover the practical steps for implementing the best and most effective strategies for making the most of training programs Benefit from a thorough examination of what happens when managers and practitioners make major changes in strategy, leadership, and technology Get familiar with the roles of research-based frameworks, performance support, and informal learning Don't let learning and development myths derail you. Find out how to breathe new life into your programs with practical guidance designed to inspire today's best learning technology solutions.