Análisis de la adaptación de la metodología LEGO Serious Play para la planeación estratégica por escenarios en la biblioteca académica

FINO-GARZÓN, Diego Mauricio and VARGAS-JIMENEZ, Sebastian (2016) Análisis de la adaptación de la metodología LEGO Serious Play para la planeación estratégica por escenarios en la biblioteca académica. Paper presented at: IFLA WLIC 2016 – Columbus, OH – Connections. Collaboration. Community in Session S19 - Satellite Meeting: Latin America and the Caribbean. In: Future of Libraries: What will Content and Services be in 2030?, 11 August 2016, Dublin, OH, USA.

Bookmark or cite this item: https://library.ifla.org/id/eprint/2056
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Language: Spanish (Original)
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Abstract

The document presents the adaptation of LEGO Serious Play methodology, as part of the exploration of new techniques and tools for assisting organizations to clearly identify the needs of clients/users. This could be done with the resolution of problematic situations in potential scenarios through the construction of the solutions by 3D prototypes. The paper is divided in six parts. The first one is the introduction of the matter. The second presents the records that originated the workshops where the methodology was applied. In the third part, it is shown the theoretical basis taken from three concepts: Serious games, co-creation and potential scenarios. The fourth part is focused on the methodology that has been used. Then, the fifth one analyses the results of the methodology’s application. Finally, in the sixth one, it is presented the conclusions and the discussions of the results.

Análisis de la adaptación de la metodología LEGO Serious Play para la planeación estratégica por escenarios en la biblioteca académica

The document presents the adaptation of LEGO Serious Play methodology, as part of the exploration of new techniques and tools for assisting organizations to clearly identify the needs of clients/users. This could be done with the resolution of problematic situations in potential scenarios through the construction of the solutions by 3D prototypes. The paper is divided in six parts. The first one is the introduction of the matter. The second presents the records that originated the workshops where the methodology was applied. In the third part, it is shown the theoretical basis taken from three concepts: Serious games, co-creation and potential scenarios. The fourth part is focused on the methodology that has been used. Then, the fifth one analyses the results of the methodology’s application. Finally, in the sixth one, it is presented the conclusions and the discussions of the results.

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