Emprendimiento e innovación · Intraemprendimiento

Create the Improbable — Art Thinking at Maison Lumière

A four-round corporate-innovation simulation set inside Maison Lumière S.A., a 134-year-old French cookware house in Lyon (EUR 410M revenue, 9% EBIT) whose flagship Cocotte Classique has fallen 6% a year for four years.

4 rondas Ejecutivo English, Español

Vista previa

Sobre la simulación

A four-round corporate-innovation simulation set inside Maison Lumière S.A., a 134-year-old French cookware house in Lyon (EUR 410M revenue, 9% EBIT) whose flagship Cocotte Classique has fallen 6% a year for four years.

The board has just killed the studio's safe 'Cocotte 2027' line extension and given the 22-person innovation studio EUR 180,000 and 21 days to pitch a genuinely improbable, category-creating idea — or be shut.

Playing the intrapreneur team, you apply Sylvain Bureau's Art Thinking ('creating the improbable with certainty') and Schumpeterian creative destruction across four moves: (1) Reframe the brief instead of polishing the answer — refusing 'a better Dutch oven'; (2) Choose and run a disruptive provocation that generates improbable rather than merely novel concepts, while protecting them from next-quarter feasibility filters; (3) Decide what to destroy — naming the SKU, process, margin or heritage product to cannibalise, and honestly booking the EUR 8–12M year-one displacement while turning 'improbable' into a deliverable prototype with proof points; and (4) Pitch the reframe→provocation→destruction→prototype arc to a heritage-protecting board chair and an external investor, securing buy-in for the EUR 3.2M studio budget.

The math rewards the disciplined Art Thinking arc — reframing before ideation, suspending feasibility during divergence, naming destruction openly, pairing audacity with credibility, and winning an internal sponsor before the room — and punishes the five classic errors: polishing instead of reframing, novel-but-safe ideas that destroy nothing, killing the improbable too early, hiding the cannibalisation, and vision without delivery.

Final KPIs track Improbability, Certainty, Sponsor Buy-in and the remaining pitch budget in EUR.

Para quién es

Una simulación avanzada para participantes acostumbrados a trabajar con los principales marcos y dilemas de la materia, pensada para formación de directivos y profesionales con experiencia.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • Which brief will the team pursue?
  • Ambition: how far above the original brief did you restate the problem? (%)
  • Ownability: how defensibly is this category yours to win?
  • Pick ONE Art Thinking provocation to force the improbable into view
  • During divergence, how long do you suspend feasibility before judging the ideas? (%)
  • You produced raw concepts. How do you judge them?
  • What will you destroy to make room for the new category?
  • Year-1 cannibalisation you book openly to the board (€, finance estimate is €8–12M)
  • To turn “improbable” into “deliverable with certainty”, you build…
  • Who did you turn into a champion BEFORE walking into the room?

Qué siguen los participantes

Lo que los participantes siguen en pantalla a medida que avanzan las rondas:

  • Improbability vs. Certainty

Temas que cubre

Diseñada para asignaturas de Intraemprendimiento.

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