Kinect Adventures: Product Development for a Whole-Brain® World

What if you could expand a product’s appeal beyond its narrow but very devoted fan base? It’s a question many companies ask themselves, particularly as innovation becomes key to business growth, competitiveness and success. It’s a question Microsoft Game Studios asked as well. Microsoft’s Xbox 360 video game platform was a hit with the typical gamer. By developing Kinect for Xbox 360, the company aimed to take that success to a broader consumer market. The groundbreaking Kinect sensor, which launched in November of 2010, allows users to interact with and control the Xbox 360 using ordinary hand gestures and spoken commands. No game controller or hardcore gamer dexterity required.

The first consumer product built from the ground up using a Whole Brain® framework, “Kinect Adventures” is the pack-in title that ships with Microsoft’s groundbreaking Kinect for Xbox 360 system. Read how the Good Science Studio team within Microsoft Game Studios used the HBDI® and Whole Brain® methodology to optimize their teamwork, understand their audience, manage the consumer testing process, and ultimately design a game that delivers “something for everyone.”

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Brown-Forman Learns to Implement ‘Killer’ Marketing Ideas

Brown-Forman has enjoyed considerable marketing successes with its major brands in Australia and New Zealand. The company, however, continues to search for new and better ways to identify and develop more cost-effective marketing communication strategies. The Australian arm of global liquor giant, Brown-Forman Beverages Worldwide, a division of Brown-Forman Corporation. Brown-Forman Corporation is one of the largest American owned wine and spirits companies. Through Brown-Forman Beverages Worldwide, Brown-Forman produces and markets many of the most well-known and best-loved wines and spirits in the world.

In this case study Brown-Forman learns to get creative and think outside the box to implement ‘killer’ marketing ideas in other markets.

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