People & Leadership · Organizational Behavior

Spark the Team — Vanta Play's Breakthrough Pod

A four-round, intermediate innovation-leadership simulation set inside Vanta Play Ltd, a Manchester consumer-technology company (GBP 78M revenue, 290 staff, a thin 9% operating margin) whose last three product launches were safe refreshes that lost shelf share.

4 rounds MBA & Masters English, Español

Preview

About this simulation

A four-round, intermediate innovation-leadership simulation set inside Vanta Play Ltd, a Manchester consumer-technology company (GBP 78M revenue, 290 staff, a thin 9% operating margin) whose last three product launches were safe refreshes that lost shelf share.

On 12 January 2026 the board bets the next 18 months on a single breakthrough product to be unveiled at IFA Berlin on 4 September — a hard, unmovable date 34 weeks away, with retailers already holding shelf space worth ~GBP 22M in first-year revenue if the date slips.

You are a first-time innovation leader handed a blank brief, a GBP 2.4M development budget, and a pool of 14 strong but very different internal candidates.

Across four rounds you (1) staff an eight-person pod from the 14, engineering a deliberate balance of divergent idea-generators and convergent finishers and deciding whether to take the brilliant-but-abrasive star; (2) set the freedom-vs-focus leadership dial and design a reward approach that protects intrinsic motivation instead of crowding it out with controlling cash prizes; (3) allocate the ~10 front-end weeks across diverge, converge and validate, and set a defensible concept-freeze date against the 18-week engineering build; and (4) take the team to the week-12 stage-gate, pitching a concept that is BOTH novel AND useful while resolving the star designer's live quit-or-comply ultimatum.

The math is built on Friedrich's psychology of leading creative people, Guilford's divergent/convergent thinking, the novelty-AND-usefulness two-criterion test, and Amabile/Deci-Ryan's intrinsic-motivation crowding-out — so every classic wrong move measurably underperforms: an all-stars pod with no finishers makes time-to-prototype explode; maximal freedom burns the front-end window and never aligns; over-control crashes team motivation; big cash prizes crater idea-sharing; never freezing forces a safe refresh; and firing or capitulating to the star costs either the boldest idea or the team.

Four KPIs are tracked all the way to the gate: Idea Novelty, Idea Usefulness, Team Motivation, and Time-to-Prototype readiness — and the gate passes only when the concept is novel, useful, the team is motivated, and a credible path to a 4 September prototype is on the clock.

Who it is for

An intermediate simulation for participants who already know the core concepts of the subject, designed for master's and MBA programmes.

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 simulation can be run in English, Español.
  4. 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:

  • Choose the divergent / convergent blend of your 8-person pod.
  • Do you include the brilliant-but-abrasive top idea-generator?
  • The one capability your pod is short on — how do you cover it?
  • What do you constrain versus leave open?
  • Design the reward approach to protect intrinsic motivation.
  • Allocate the ~10 front-end weeks across diverge / converge / validate (must total 10).
  • Set the concept-freeze week — when you stop exploring and commit to the 18-week build.
  • How many concepts do you carry into validation?
  • Pitch the concept to the commercial sponsor at the week-12 gate.
  • The abrasive star threatens to quit unless THEIR bolder, riskier concept is the one chosen. What do you do?

What participants track

What participants follow on screen as the rounds go by:

  • Novelty, Usefulness, Motivation & Prototype Trajectory

Subjects covered

Designed for courses in Organizational Behavior.

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