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INNOVATION IS NOT CHANCE: INNOVATE BY APPLYING TRENDS.

Benefits

Competent excellence in the subject matter.

Introduction

A dynamic, physical, team-based game designed by the Habitat Trends Observatory to foster creativity, strategic analysis, and innovation by applying trend information. Participants will experience the entire process of creating a new product or service, applying the game's methodology and working from user empathy to communication strategy.

 

Addressed to

- Professionals in the habitat, design, marketing, innovation, or product sectors. - Companies wishing to integrate trend-based innovation into their strategy. - Individuals interested in these topics.

Objectives

• Apply trend analysis tools.
• Train creativity to generate innovative solutions.
• Innovate by creating products that are consistent with the market and business values.
• Learn as a team through gamified dynamics.

Content

Session 1: Emotional: Discovering the User and Detecting Trends:

Objectives:
• Identify and analyze sociocultural and market keys.
• Define the end user through empathic and analytical techniques.
• Detect signals and inspirations from the environment.

Methodology:
• Group dynamics with key cards and dice.
• Practical exercises for emotional and rational X-ray of the user.
• Theoretical explanation of sociocultural and market keys by OTH.

Result:
Complete profile of the target user defined by each group: lifestyle, motivations, consumption habits, needs.

Session 2: Rational: Company DNA and Values for Innovation

Objectives:
• Understand how to innovate from the company's capabilities.
• Identify the differential value through corporate values.
• Focus the proposal on an area of activity in the sector.

Methodology:
• Role dynamics: company type assignment by lottery.
• “Lotus Flower” exercise to define key innovation concepts.

Result:
Company value map: strategic vision aligned with its identity, capabilities, and activity.

Session 3: Inspirational: Applying Trends and Conceptualizing Ideas

Objectives:
• Know and apply the trends of the Habitat Notebook.
• Use visual tools to trigger ideas.
• Link user, company and trend in a coherent product vision.

Methodology:
• Brief presentation of trends by the OTH team.
• Creation of inspirational material by each group.

Result:
Inspirational material that synthesizes the strategic axes (user + company + trend) as a creative starting point.

Session 4: Creativity: Generating, Selecting, and Communicating Product Ideas

Objectives:
• Generate creative product ideas through brainstorming.
• Apply strategic selection criteria to the ideas generated.
• Develop a clear product proposal and its communication.

Methodology:
• Structured brainstorming technique.
• PNI evaluation (Positive, Negative, Interesting) of the ideas.
• Product definition and its communication in guided sheets.
• Creation of a final polyhedron with the 6 key axes of the project.

Result:
Final product innovation proposal: idea selected, argued, developed and visually communicated with a given 6-sided summary (user, market, company, inspiration, product, communication).

Material provided by the organization
• Game kits with board, dice, tokens, cards.
• Notebooks and templates for each exercise.
• Visual support (presentations) of the Habitat Trends Observatory.
• Expert facilitators in creativity dynamics and trends.

* Sessions 3 and 4 will feature research staff from the Habitat Trends Observatory.

Use cases

Course

Mode of delivery

In Person

Methodology

Structured brainstorming technique. A training program that applies game methodology to achieve applied innovation based on trends.

Dates

From 11 / 12 / 2025 to 15 / 1 / 2026

Calendar

Thursday

Opening hours

From 09:00am to 12:00am

Duration

12 hours

Place

In-person delivery / direct online. In-person: AIDIMME C/ Benjamin Franklin 13 (Technology Park) 46980 Paterna (Valencia). Online: Platform.

Registration

Open

Certification

Certificate of attendance issued by AIDIMME. Minimum attendance of 75% of the teaching hours.

Rib

260 € - Amount for non-associated companies + 21% VAT. Associated company - 13%. Unemployed persons: consult price.

Professors

REVERT CARRERES, CRISTINA
 
Degree in Market Research and Techniques, Diploma in Business Studies and Master in Marketing and Market Research. Senior analyst, in AIDIMME since 2006. Professional experience of 1 year in banking and 14 years in projects and services of Competitive Intelligence and market innovation. Cristina is a dynamic teacher who enjoys guiding students and work groups towards the application of market information in the company.
PORCAR GUERRERO, RAFAEL SERGIO
 
Degree in Economics and Business Administration, Research Proficiency (DEA) in Applied Economics. Senior analyst, in AIDIMME since 2017. Professional experience of 6 years as a researcher in urban, housing and territorial economy, 2 years as a consultant and teacher of management ERP and 11 years as an analyst in projects and services of Competitive Intelligence and innovation of market. As a teacher, Rafa is an experienced and entertaining teacher who teaches real examples of data analysis and visualization.
   

INFORMATION AND PRE-REGISTRATIONS
AIDIMME - Training Department
961366070 Phone | Fax: 961366185 e-mail: rigual@aidimme.es | www.aidimme.es


Since the NUMBER OF PLACES is LIMITEDIf you are interested in participating in these courses, you must notify us, as soon as possible, by sending the duly completed pre-registration form (one for each attendee), before the indicated date, in order to close participation in it. Admission will be made in order of pre-registration and the company will be notified of its acceptance.