Personas y liderazgo · Comportamiento organizativo

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 rondas MBA / Máster English, Español

Vista previa

Sobre la simulación

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.

Para quién es

Una simulación de nivel intermedio para participantes que ya conocen los conceptos básicos de la materia, pensada para programas de máster y MBA.

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:

  • 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?

Qué siguen los participantes

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

  • Novelty, Usefulness, Motivation & Prototype Trajectory

Temas que cubre

Diseñada para asignaturas de Comportamiento organizativo.

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