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Serious games provide an attractive alternative to traditional innovation techniques for both participants in the innovation process: technology producers and technology consumers. Whether or not producers and consumers behave like innovation partners, or even realize they are engaged in this partnership, innovation does require at least two participants to play. In the best of all possible partnerships, there is a smooth collaboration between the two players, but, as you'll discover in this issue of Cutter IT Journal, this often this isn't the case.
May 30, 2014 | Authored By: Tom Grant
In this Executive Update, Tom Grant explores one of the biggest requirements challenges: the lack of information about the business context behind the demand for new software and the adoption of it. Without this context, changing the requirements media is about as meaningful as the choice between reading War and Peace as a novel or as a comic book adaptation. If you don't know anything about Europe in the age of Napoleon, much of War and Peace will make little to no sense, regardless of format.
February 5, 2015 | Authored By: Tom Grant