Business

La Empresa que Experimenta

The head of digital business of a fictional Spanish home and fashion retailer (EUR 1,300 million of sales, EUR 420 million online) must turn a company that launches changes on a director's signature into one that decides with experiments, while the chairman's own website redesign waits to be tested.

4 rounds Executive

Preview

About this simulation

The head of digital business of a fictional Spanish home and fashion retailer (EUR 1,300 million of sales, EUR 420 million online) must turn a company that launches changes on a director's signature into one that decides with experiments, while the chairman's own website redesign waits to be tested.

Decision 1 (January 2027): test capacity (hand-built tests, a self-service experimentation platform or an optimisation agency), which ideas get tested (the committee's big projects, small tweaks or an open portfolio ranked by expected value) and what counts as winning (session conversion, margin per visitor with guardrail metrics, or twelve-month customer value).

Decision 2 (July 2027), after the chairman's redesign loses its test: launch it, re-cut the data until it wins somewhere, or stop it and launch only the parts that won; what may launch without a test; and how long a test runs, including stopping as soon as it looks significant.

Decision 3 (January 2028): traffic for the tests (consent only, including visitors who rejected cookies, or variance reduction), a winning scarcity counter not tied to real stock, and the memory of tests. Decision 4 (July 2028): what the board sees (tests run, declared winners or validated value against a holdout), the stores, and who decides a launch.

The model is deterministic and quarter by quarter over two years: capacity, win rates, lift per win, harmful and false winners, untested launches and costs follow from the decisions, separating declared gains from the real effect on sales.

The score combines the quality of each decision with net value, the real effect on sales, the share of decisions backed by tests and customer trust, and is capped when a decision breaks the law (testing on visitors who refused consent, a false scarcity claim). Inspired by published research on business experimentation. Spanish (primary, Spain) and English.

Who it is for

An advanced simulation for participants used to working with the main frameworks and trade-offs of the subject, designed for executive education and experienced professionals.

How a session runs

  1. The instructor creates a session from the Eureka dashboard and invites the participants.
  2. Participants play 4 rounds. In each one they submit their decisions and the simulation calculates the results.
  3. The instructor follows each participant's progress and results from the dashboard, and uses the class results for the debrief.

Decisions participants make

The decisions participants make during the simulation:

  • La capacidad de prueba
  • Qué ideas se prueban
  • Qué cuenta como ganar
  • La web del presidente
  • Qué puede salir sin prueba
  • Cuánto dura una prueba
  • El tráfico para las pruebas
  • El contador que ganó
  • La memoria de las pruebas
  • Lo que ve el consejo

What participants track

What participants follow on screen as the rounds go by:

  • Decisión 1 · El sistema de pruebas
  • Decisión 2 · La idea del presidente pierde
  • Decisión 3 · Tráfico, urgencia y memoria
  • Decisión 4 · Escalar la cultura

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