The present invention relates to a board game apparatus for project management methodology decision-making.
A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction of the patent disclosure, as it appears in the Patent and Trademark Office patent file or records. Otherwise, all copyright rights are reserved.
Multitudes of board games are known in the prior art. For example, U.S. Pat No. 5,435,565 discloses a board game for simulating stressful and cheerful situations. U.S. Pat No. 4,991,853 discloses a financial board game apparatus simulating corporate takeovers. U.S. Pat No. 10,713,897 reveals an electronic trading-themed video game. U.S. Pat. No. 5,104,127 discloses a board game that imitates the variety and spice of life. U.S. Pat. No. 5,009,429 discloses a board game and play method that emulates business property manipulation and retail sales. U.S. Pat. No. 5,054,775 discloses a card game relating to personal relationships,
Furthermore, board games have been used for skills development in the business, financial, and project management domains. Specifically, for teaching project management skills, U.S. Pat. No. 6,237,915 and U.S. Pat. No. 6,817,613 disclose a board game and U.S. Pat. No. 10,339,550 uses a computerized game. These games focus on teaching a traditional project methodology, which breaks work into tasks.
Each of the devices focuses on its respective theme and a mode of play. The patents mentioned do not describe a board game for comparing the impacts between different project management methodologies on achieving the highest possible value outcome for new product development projects while addressing issues and opportunities within time and budget constraints.
In this respect, the board game described in this disclosure departs from the concepts and designs of the prior art by having players make project management methodology decision making. The players must decide on the project methodology, project scope, team composition, and issues and opportunities within the game's time and budget constraints. The players achieve the highest possible value while accounting for real-world issues and opportunities during the project lifecycle. It is desirable to experience the impacts of project management decisions while having fun.
At its core, the game is related to project management decision-making. Specifically, it relates to making methodology and other decisions for a new product development project, intending to deliver the end-product and gain as many value credit cards as possible within the project time and budget constraints. The game introduces risks, issues, and opportunities during play related to how the product features are delivered and the team members' interaction. The game demonstrates the comparative impacts between multiple methodologies, such as traditional and agile methodologies, on reaching the project goal.
The invention is comprised of, in combination, a board with several tiles that represent a time dimension, numbered dice, colored dice, cards representing issues and opportunities that can randomly occur during a play, varying nomination chips that represent money, variable value cards that represent benefits, avatars that represent the players that traverse the boards, multiple sets of cards that represent people that form a team and the product to be constructed during the play, and the rules.
Each player is provided with a stack of team member cards that describe people's profiles that the player may select as the project team members. Each team member has personal attributes, work points for the amount of work the team members can contribute in a given timeframe, and a price for a given timeframe. Each player is provided with a stack of product cards. Each product card represents a feature of the product that will be constructed during play. Each product feature has an attribute that defines a mandatory or optional quality, a value credit it is worth if implemented, and the work points representing the amount of work to implement the feature. Each player is given a fixed budget of monetary chips that represent the economic value that may expend during the play.
The players make a set of decisions at the start of play; they roll the numbered dice to traverse the board as through time, and they react to events that occur while traversing the board. The player with the most value credit cards at the end of the game is the winner.
Projects are temporary undertakings to achieve a specific goal constrained by time, budget, and available resources. There are multiple methodologies and approaches for a project to achieve its goal. Project managers have to make several decisions at the start of the project, such as the methodology, scope, and team necessary to reach the goal.
There are tradeoffs in selecting one methodology over another or staffing a team with one set of people versus another group. It is not easy for project managers to conceptualize or judge the impacts of their decisions on project outcomes. Agile methodologies, such as Scrum, Disciplined Agile, waterfall software development or other methodology, have short delivery cycles but high flexibility in changing the scope and the team members; there are planning sessions throughout the project. Furthermore, the agile methodologies tend to focus on incrementally delivering product features. Traditional methodologies require detailed planning at the start of the project and discourage changes in scope. The traditional methodologies tend to focus on the tasks required to deliver a complete product by the end of the project. Thus, the project manager can prepare the team and anticipate the outcome.
Agile methodologies have introduced radial changes over traditional methods in the ways that projects are managed. The scope change process is integrated into the planning process. The planning process is distributed throughout the project. The teams should self-organize their work and the scope in an iterative fashion. Teams are composed of roles that differ from those in traditional methodology. Agile methods are not appropriate for all types of projects. The project management decisions impact how and when the value is delivered to the client or the market. Managers and project managers struggle to understand the impacts of selecting the way to run the project and their decisions on the project outcome.
A game that demonstrates the comparative impacts of project decision-making, especially between traditional and agile methodologies on reaching the project goal, is desirable. The game forces the players to plan a project and experience theft decisions on achieving the project goals. It interjects real-world risks, issues, and opportunities in any project type. Still, it has different consequences based on the project methodology.
The game board 300 is designed for two project methodologies; for example, the first methodology is a traditional methodology with project phases and the second methodology is an agile methodology with fixed time iterations called sprints in the Scrum methodology. For traditional methodology, the time-tiles 310 for each phase-start is marked with ‘Traditional,’ tiles are marked to denote changes in scope, e.g., ‘Change Request.’ A the is marked with ‘Launch’ to identify when value credit cards may be recognized. These are phase-start tiles 340, change-request tiles 345, and product-launch tiles 355, respectively. In the preferred embodiment, there are four phase-start tiles 340 and two change-request tiles 345. Each of the time-tiles 310 on the game board 300 is part of a phase of a project. The time-tiles 310 are color-coded to identify the phase to which they belong. The four phases for the illustrated traditional methodology represent the detailed and design marketing phase, the test phase, the finalize design phase, and the production launch and distribution phase. The four phases for a waterfall software development methodology may include requirements and design, development, test, and deployment and handover, for example. The game board 300 includes a legend for the phase color coding and the name of the game. For agile methodology, the time-tiles 310 on the game board 300 are marked with ‘Agile’ represents an iteration-end.
Several of the time-tiles 310 on the game board 300 are encoded with actions that the player must take if their avatar 105 lands on the time-file 310 during play. The types of activities are taking an issue and opportunity cards 125 or taking a detour 321. For the time-tile 310 with issue and opportunities, the player must take an issue and opportunity card 125 and perform the action described on the card. The card is returned to the bottom of the stack. For the time-tile 310 with a detour 321, the player must move as directed by the detour 321 to a risk-tile 320 or an alternative route 325.
In
The player may use a multitude of computing devices 402 to interact with the computer servers 420, including but not limited to laptop computers 404, desktop computers 405, tablet computers 406, mobile phones 407, smartphones 408, gaming devices 411, gaming consoles 412, or electronic social media platforms 413. The computing devices 402 execute an internet browser such as google chrome, Microsoft Edge, or Firefox. The computing devices 402 may be based on different operating systems, for example, android, iOS, and Windows. The internet browser calls the computer servers 420 over a network 410.
Computing devices 402 and computer servers 420 can communicate through other computing devices via one or more networks 410. Inset 430 illustrates the details of computer servers 420. The details for the computer servers 420 represent other computing devices such as computing devices 402 and computer servers 420. The computing devices 402 and computer servers 420 can include alternative hardware and software components. For example, computer servers 420 can comprise computer memory and one or more processors 432 connected to one or more computer-readable media 440 via one or more buses. The buses may be a combination of a system bus, a data bus, an address bus, local, peripheral, or independent buses, or any buses. Multiple processors 432 may exchange data via an internal interface bus or a network 410.
Herein, computer-readable media 440 refers to and includes computer storage media. Computer storage media is used to store data and information and includes volatile and nonvolatile memory, persistent and auxiliary computer storage media, removable and non-removable computer storage technology. Communication media can be embodied in computer-readable infrastructure, data structure, program modules, data signals, and the transmission mechanism.
Computer-readable media 440 can store instructions executable by the processors 432 embedded in computing devices 402, and computer-readable media 440 can store instructions for execution by an external processing unit. For example, computer-readable media 440 can store, load, and execute code for an operating system 442, programs for game program 444, and other programs and applications. One or more processors 432 can be connected to computer-readable media 440 in computing devices 402 or computer servers 420 via the communication interfaces 434 and network 410. For example, program code for the game program 444 can be downloaded from the computer servers 420 to computing devices 402 via the network and executed by one or more processors 432 in the computing devices 402.
User interface 436 can include one or more input devices and one or more output devices. The output devices can be configured for communication to the user or other computing devices 402 or computer servers 420. A display, a printer, audio speaker are example output devices. The input devices can be user-operated or receive input from other computing devices 402 or computer servers 420. Keyboard, keypad, mouse, trackpad, and game controller are examples of input devices.
The avatars 105 may be tagged with a near field communication (NFC) tag. Computer programs must be developed to write the tags, and the game program 444 must be programmed to read the tag. The tags must be embedded into or attached to the avatars 105. Computing devices 402 must contain an NFC reader. When the game is active on computing devices 402, and the avatar 105 with the tag is brought near the NFC reader, the avatar 105 will be read into computing devices 402. The avatar 105 used during the gameplay will take on the avatar characteristics encoded with the NFC tag.
The game's objective is to manage a new product development project to deliver the end product and gain as many value credit cards as possible within the project time and budget constraints. The player must make several project management decisions at the start of play that guides the player's actions throughout the space. The project has risks related to how the product features are delivered, the people's interaction during the project and unexpected events that occur during the play.
The game rules are as follows and are provided in an instruction guide 450. In single-player mode, the player must reach the end-tile 330, having delivered all mandatory product features within the budget determined at the play's outset. The budget is determined based on an allocation of monetary chips 115. In competitive mode, players are the winner when they provide the mandatory product features and have the most value credit cards when they reach the end-tile 330. The type of methodology determines when the player may accumulate value credit cards. A player is eliminated when they exhaust the budget before delivering all mandatory product features and reaching the end-tile 330. The final position on the board is the tile connected to the end-tile 330. The play continues until all players reach the end-the 330 or all players are eliminated. The first players on the end-tile 330 continue to roll the numbered dice and, if used, the colored dice until all players are eliminated or reach the end-tile 330. For the numbered dice 110, the player receives the face value in value credit cards 120 multiplied by a factor, for example 20. When the colored dice 111 is used during the game, the player at the end-tile must select an issue and opportunity card 125 matching the color on the colored dice 111. When the colored dice 111 is not used during the game, no issue and opportunity card 125 is selected.
Each player is given the monetary chips 115 worth a given value, an identical set of product cards 135, and an identical set of team member cards 130. A player, non-playing person, or a system must act as the administrator to control and count the distribution of the monetary chips 115 and the value credit cards 120 throughout the play. The issue and opportunity cards 125 are placed next to the game board 300 in one of two modes. If the colored dice 111 is used, the issue and opportunity cards 125 are placed in six stacks by the color of the cards. If the colored dice 111 is not used, the issue and opportunity cards are placed in a single stack. A play may include all issue and opportunity cards 125, a selection of cards from a single framework, or other card distribution. There are 178 issues and opportunity cards divided by framework with 20 for process, 30 for quality, 26 for strategy, 24 for framework, 50 for team and roles, and 28 for technology.
In the preferred embodiment, there are four avatars 105, four identical stacks of the product cards 135 and four identical stacks of the team member card 130, making the maximum number of players four. There are 31 product cards 135 and 40 team member cards 130. The players are given monetary chips 115 of the same value, 10,000. In an alternative playing model, the players can each provide an estimate of amount of monetary chips they require; in this case players may be allocated differing value of monetary chips 115.
At the start of the play, the player must decide the methodology, the team composition using the team member cards 130, and the product features using the product cards 135. For the methodology, the player may decide between a traditional and an agile methodology.
Suppose the player decides on an agile methodology. In that case, they select the product features and team composition for a single iteration. The player accumulates value credit cards at each iteration-end, i.e., the value credit cards 120 are counted at the end of each iteration. An iteration end is identified by the iteration-end-tiles on the board; the end of one iteration is the start of the next iteration. They pay for the project team at the iteration end. They may change the team composition for the next iteration.
Suppose the player decides on a traditional methodology. In that case, the player must determine the product features and team composition at the beginning of the play for the game duration. The player may change the team composition at each phase-start and change the team composition and product features by passing over one of the change-request tiles 345. The player accumulates value credit cards throughout the play; however, any value credit cards 120 collected during play are not recognized until they reach or pass the product-launch tile 355. They pay for the project team at each phase-start tile 340.
For both methodologies, all value credit cards 120 are forfeited at the game end if they have not delivered all mandatory product features.
The player must compose the project team at the start of the play. The type of methodology prescribes minimal skills for the team. In the preferred embodiment, the players selecting the traditional methodology must include a project manager in the team composition. The players selecting the agile methodology must include an agile coach and a product owner in the team composition. AH players must include the mandatory roles in the team composition, in the preferred embodiment, a consultant, engineer, and architect are the mandatory roles. Otherwise, the players are free to add other roles to the project team. The player may not include team members that exceed their available money. The cumulative rate on the team member cards must be less than or equal to the player's monetary chips.
The player must decide the product features to develop for the whole project if playing with a traditional methodology. For an agile methodology, the product features are selected for an iteration. The player may not select product features that require more work than their team can deliver based on work points. The work points on the product cards 135 must be less than or equal to the work points on the team member cards 130. The product being developed is a smartphone in the preferred embodiment; thus, all cards are inscribed with details for a smartphone project. However, other types of product development projects may also be considered real estate, buildings, computer software programs, computer hardware, and information systems.
A roll of the numbered dice 110 may be used to determine the player that goes first. Each player selects an avatar 105 and places it at the start-tile 305. To personalize the game, the player may select an avatar 105 that most closely reflects their personal and professional attributes. The player rolls the numbered dice 110 and moves the avatars 105, the number tiles on the board represented on the numbered dice's face. The player reacts based upon directions on the time-tile 310 in which they pass or where they land.
In the traditional methodology; when landing on or passing over the phase-start the 340, the player must pay the team's cost using the monetary chips 115. The price is determined by the cumulative rate of the team members the player has selected using the traditional rate on the face of the team member cards 130. The player collects value credit cards 120 equal to the cumulative value on the front of the product cards 135 for which the player has a matching number of work points 215 on team member cards 130 for people in the player's team. When landing on or passing over the change-request tiles 345, the player may change team members or product cards without additional costs.
In the agile methodology play, when landing on or passing over the iteration-end-tiles, the player must pay the team's cost using the monetary chips 115. The price is determined by the cumulative rate of the team members the player has selected using the agile rate on the face of the team member cards 130. The player collects value credit cards 120 equal to the cumulative value of value on the front of the product cards 135 for which the player has a matching number of work points 215 on team member cards 130 for people in the player's team.
The game can be played in alternative constellations. The issues and opportunity cards 125 may be mixed and match. For example, only one framework of the issue is used for the game. The players may wish to develop a product other than a smartphone, so they would need to alter the product cards 135, the team member cards 130, or both. The players may have specific issues or opportunities that occur in project types in which they are interested. Therefore, the issues and opportunity cards 125, product cards 135, team member cards 130 may be provided with blank attributes. The players may inscribe with personalized project situations and combinations on the cards.
The game can be played as a tabletop game, an online computer game, or a mobile application (app). For a tabletop game, the components are manifested as physical pieces. All players use the same playing space, i.e., sharing a game board 300. The game board 300 is manufactured on a physical board such as cardboard, plastic, or wood; the issues and opportunity cards 125, team member cards 130, product cards 135, and value credit cards 120 are made of card stock; the monetary chips 115, avatars 105, numbered dice 110, and colored dice 111 are made of composite material such as acrylic styrene-acrylonitrile, carbon fiber, poly-lactic acid, or acrylonitrile butadiene styrene. The instruction guide 450 is printed on paper.
For an online computer game, the game components and game rules are computer-based and manufactured using a software programming language hosted on computer servers 420. The players interact with the hosted game using computing devices 402 over the network 410. Multiple players may play the same playing space simultaneously over a network 410.
For the app's game, the game components and rules are computer-based and manufactured using a software programming language hosted on the computing devices 402 with which the player interacts with the game. Multiple players may simultaneously play the game board 300 through communication technologies 409, such as near field communication, blue tooth, and the network 410.
The game is attractive to people that plan or work on projects to experience the impacts of their decision on the project outcomes. The players make decisions and attempt to achieve the highest possible value while accounting for real-world issues and opportunities during the project lifecycle. It is fun to experience the impacts of project management decisions in a safe environment.
While this disclosure contains many specific details in the figures and game description, these are not presented as limitations on the claim scope. These details describe features that may be specific to a particular part of a particular invention. Certain features described in this disclosure in the context of separate figures may also be implemented as a single or a combined process. Features described as a single component may also be implemented in multiple components separately or in any suitable combination. Furthermore, although components may be described as combinations in the specification or claims, one or more components may be added to or removed from the combination and directed to an alternative combination or variation of a combination.
The preceding is considered illustrative of the principles of the invention. The description is not intended to limit the invention to a singular or exaction construction and operations. Alternative playing modes and modifications or equivalents may be made and fall within the scope of the invention.
This is a division of application Ser. No. 17/328,931, filed on May 24, 2021 with title Board Game for Project Management Methodology Decision-Making and naming as inventor Gloria J., the entire content of which is hereby incorporated herein by reference.
Number | Date | Country | |
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Parent | 17328931 | May 2021 | US |
Child | 18214649 | US |