CASE STUDY. Kinect Adventures: Product Development for a Whole-Brain World

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CASE STUDY Kinect Adventures: Product Development for a Whole-Brain World

Microsoft Game Studios/Good Science Studio Headquarters: Redmond, WA Purpose: Develop a pack-in game that would be enjoyed by a broad cross-section of consumers to demonstrate the wide appeal of the Kinect for the Xbox 360 system. Process: Assemble a team with diverse thinking preferences and implement a Whole Brain Thinking framework for managing the process, understanding the audience, and designing, evaluating, and making decisions about every aspect of the game. People: Creative designers and developers, analytical and process-oriented project managers, a cross-section of the public (consumer testers). Possibilities: The first consumer product built from the ground up using a Whole Brain Thinking framework, Kinect Adventures provides something for everyone and showcases what Kinect can do. What if you could expand a product s appeal beyond its narrow but very devoted fan base? It s a question many companies ask themselves, particularly as innovation becomes key to business growth, competitiveness and success. It s a question Microsoft Game Studios asked as well. Microsoft s Xbox 360 video game platform was a hit with the typical gamer. By developing Kinect for Xbox 360, the company aimed to take that success to a broader consumer market. The groundbreaking Kinect sensor, which launched in November of 2010, allows users to interact with and control the Xbox 360 using ordinary hand gestures and spoken commands. No game controller or hardcore gamer dexterity required. But Microsoft realized that Kinect would also have to ship a game that equally appealed to a broad consumer audience to fully showcase the product s reach. What would it take to create an innovative title to deliver on Kinect s promise? Shannon Loftis, head of Good Science Studio within Microsoft Game Studios, led the team responsible for developing Kinect Adventures, the game that would ship with every Kinect sensor sold. She believed that the game design process would need to be reinvented in order to reach their goals. The challenge they faced was a need to not only innovate and evolve the platform, but also to meet an aggressive timeframe for getting the product to market. Figuring out how to give the development team the freedom necessary for creative experimentation while providing a structure and process to keep the development on track would be key. The ideal solution would be a system Good Science Studio could apply to its internal team structure, communications, and methods to optimize creativity and decision making as well as to the external world to better understand consumers of all backgrounds and interests. That s where Whole Brain Thinking came into play. Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 2

A B LOGICAL ANALYTICAL FACT BASED QUANTITATIVE ORGANIZED SEQUENTIAL PLANNED DETAILED D HOLISTIC INTUITIVE INTEGRATING SYNTHESIZING INTERPERSONAL FEELING BASED KINESTHETIC EMOTIONAL The Whole Brain Model C Getting the Right Team in the Game Having experienced the Herrmann Brain Dominance Instrument (HBDI ) assessment and Whole Brain Thinking system, Loftis felt that the Herrmann Whole Brain Model would give the team a single underlying framework to help them meet their goals, from efficient development and delivery, to creative thinking and user-focused design. Bringing the HBDI Assessment into the process was the first step. The HBDI Assessment is a 120-question assessment that evaluates and describes the degree of preference individuals have for thinking in each of the four quadrants of the brain, as depicted by the Herrmann Whole Brain Model. While everyone has different thinking style preferences, the Whole Brain Model demonstrates that everyone also has the ability to stretch to less preferred quadrants when the situation requires it. Herrmann International research has shown that when people understand their own and others thinking styles and leverage the right thinking for the job by using the skill of Whole Brain Thinking, they can achieve better results no matter what the task is. Before work began on Kinect Adventures, everyone at Good Science Studio completed the HBDI assessment and learned about their thinking preferences through debriefs of their HBDI Profile results. As development progressed and new members were added to fully staff the project, the team was restructured based on HBDI Profile results to ensure that all thinking preferences were represented. Assembling this Whole Brain Thinking team was fundamental to the entire process. We really wanted to break the process apart from the beginning and get away from thinking about game design in a traditional way. Part of doing that was making sure the all of the thinkers on the team had a voice, too. The team also participated in workshops with a Herrmann International consultant to learn the importance of different thinking preferences in the innovation and design process, and to get practice applying the skills and using Whole Brain Thinking tools to accomplish their objectives. The activities showed them how to leverage, not just their own thinking, but that of their teammates as well particularly those with different preferences and how they could use Whole Brain Thinking to improve idea generation as well as decision making. By providing a common language and understanding of how different thinking styles come into play, this experience also gave voice to the full cognitive diversity of the team, and that meant the group could reach more balanced solutions and ideas. Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 3

Loftis explains that in a typical design project, the members of the creative team historically have the loudest voice. We really wanted to break the process apart from the beginning and get away from thinking about game design in a traditional way. Part of doing that was making sure all of the thinkers on the team had a voice, too. The team learned how to use Whole Brain Thinking communication techniques to give voice to the minority, as Loftis calls it, and get a wider range of input, feedback, and suggestions. This was a game changer for a team that needed to develop a product that appealed to the broadest potential audience. Additionally, according to Loftis, because the more analytical and structured thinking preferences of the A and B quadrant thinkers kept the creatives on track, they were able to reduce overall development time by avoiding the overruns and delays that often plague design projects. Loftis emphasizes that the experience also taught her that metrics and milestone checks aren t just the domain of analytical thinkers. Instead, it s an issue of finding ways to go about measurement that will be more in sync with your thinking preferences. My guidance to my team is, no matter what it is, no matter how crazy it is, how wacky it is, try it. But you have to know whether or not it s working, she says. She says that team members with A and B quadrant thinking preferences are thrilled about setting metrics, but while the creatives, who often have stronger D quadrant preferences, are less comfortable with the idea. The Whole Brain Model provides a way for them to identify and seek out the tools that work for them. Finding Out What the Customer Thinks The internal piece was only the first step, though. Understanding the audience a much broader market than the traditional gamer audience was critical. Kinect Adventures would have to have something to appeal to everyone in the family. Based on the research, we know that successful innovation requires a Whole Brain Thinking process and team, says Ann Herrmann-Nehdi, CEO of Herrmann International. We also know that we live in a Whole Brain Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 4

world, so if you want to create a product that appeals to the broadest possible audience, the methodology provides a great system, not only for coming up with ideas, but also, as the Good Science Studio team demonstrated, for vetting them. Through the workshops with Herrmann International, the team learned how to look for clues to diagnose the thinking styles of potential customers, and then identify product features and benefits that would appeal to different preferences. The workshops gave them experience with tools and methods they were then able to apply as they were developing game elements, and, significantly, in the consumer testing phase. To provide a framework for the testing process, the team aligned game elements with the Whole Brain Model, showing what thinking styles would prefer, for example, strategic play or interpersonal activities. Using a series of Cluster Maps based on the four quadrants of the brain, the team created word bubbles of descriptive phrases that corresponded with each style of thinking, and used these as benchmarks for evaluating customer feedback. As testers were brought in to try out game elements at various stages of development, they were asked to assess the experience by checking off the descriptive words and phrases they felt best described the activity. If testers didn t rate a game with descriptive words from all four quadrants of the brain, the team started over. One of the reasons that we chose the Whole Brain Thinking system, and one of the ways we used it was to ensure that we re achieving brain balances within the game experiences, Loftis says. The team used the Whole Brain Model as a filter for evaluating every aspect of Kinect Adventures as it was being developed, and this simple process gave the designers a wealth of information about how the game elements appealed to diverse thinking preferences. They could immediately see what thinking styles were represented and where there were gaps, and then quickly act on those insights. Developing a product that delivers something for everyone meant understanding what different people prefer, and the Whole Brain Model helped the team tap into the thinking behind those preferences to make such a wide-ranging task more manageable. Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 5

Game On! With a tagline that announces You are the controller, it s fitting that the title shipping with every Kinect sensor is the first consumer product built from the ground up using a Whole Brain Thinking framework. Developing a product that delivers something for everyone meant understanding what different people prefer. The Whole Brain Model helped the team tap into the thinking behind those preferences to make such a wideranging task more manageable. By harnessing the individual and collective intelligence of the game design team, as well as an understanding of the way different people prefer to think, Microsoft was able to create activities that connect with you, the consumer no matter who you are, or what you like to do. From an internal standpoint, Loftis says that the Whole Brain Thinking system allowed her team to successfully combine wild creativity with discipline, structure, and science to get to better results. Creative experimentation can cause discomfort, she acknowledges, but the structure and continuous improvement integrated into the process made it easier to handle. Loftis adds, It s amazing how quickly we brought everybody together and got the product made and out the door. But What About the Customer? Kinect for Xbox 360 holds the Guinness World Record of being the fastest selling consumer electronics device. It sold an average of 133,333 units per day with a total of 8 million units in its first 60 days. As families around the world can attest, Kinect Adventures delivers on its promise of offering something for everyone. The Whole Brain Thinking framework has been incredibly useful, says Loftis, and now that the game is out in the marketplace, we ve done quite a bit of benchmark testing. We re getting feedback that the experiences are well balanced. You can find people with an equal level of passion around each one of the different types of experiences that we put in the game. In its review of the game, GameSpot noted that the activities are fun to watch even when you re not playing. Kinect Adventures makes for a good pack-in by demonstrating that the Kinect s technology really works and by getting you and your friends or family on your feet and into the fun right away. 1 These are the kinds of results and accolades that are pushing Good Science Studio to reach for new milestones and even greater successes in future projects. Part of that exercise involves refining the process and 1 Kinect Adventures! (w/kinect) Review, Carolyn Petit, GameSpot, November 9, 2010 http://www.gamespot.com/xbox360/adventure/kinectadventures/review.html Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 6

developing core principles to guide all decision-making going forward, from hiring to feature vetting, to product and process goals. We want to make sure we have a set of principles we can apply, not just to experiences, but to things like process and people, Loftis notes. That s part of what we learned from working with Herrmann International. It became clear, reading through the notes of our work, that we needed to expand our decision-making gauge. The things learned from Kinect Adventures reverberating throughout the Studio; the language of Whole Brain Thinking has become part of the vernacular. The Studio has continued the principle of including cross-brain representation on every virtual feature team, and team members talk to each other in terms of brain dominance and thinking preferences, particularly when there are conflicts between two people with very different styles. As the Good Science Studio team gears up for new projects, they believe the principles of Whole Brain Thinking will help them continue to push their creativity, processes, and speed-to-market. Game on! Ann Herrmann-Nehdi, CEO of Herrmann International, presents the Whole Brain Advantage Award, recognizing the development of Kinect Adventures to Shannon Loftis of Microsoft Game Studios Good Science Studio. Copyright 2013 Herrmann Global, LLC. All Rights Reserved www.herrmannsolutions.com 800-432-4234 Page 7

better results through better thinking Clients Herrmann International clients, for whom better thinking has become integral to their business culture, include: Altera American Express AT&T BlackRock Blue Cross Blue Shield Bunnell Idea Group Caesar s Christiana Care Health Systems Cintas Coca-Cola Global Novations IBM Johnson & Johnson Kraft Limited Brands Lockheed Martin Macy s Memorial Sloan-Kettering Hospital Microsoft MIT Mitsubishi NASA Nav Canada Novartis Novo Nordisk Pella Corporation Perfetti Van Melle Purdue Pharma Queen s University Rogers Communications Sobeys Thomson Reuters Ultimate Software Wharton Follow us: The Whole Brain Blog @herrmannintl herrmannintl Whole Brain Thinking - HBDI Whole Brain Thinking and HBDI The Originators of Whole Brain Technology and the Creators of the Herrmann Brain Dominance Instrument (HBDI ) 794 Buffalo Creek Road, Lake Lure, NC, 28746. Phone: 1-828-625-9153 or 1-800-432-4234 Fax: 1-828-625-1402 www.herrmannsolutions.com 02-13