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. |
|