As easy as the word 'innovation' sounds, its process is equally complex and challenging. Not only it includes turning ideas into reality, but often encompasses a long, tangled path involving various stakeholders. The same can be observed in corporate, organisational structures. In any given setting the path of turning ideas into reality is laced with innovation barriers.

Lufthansa Systems is an information technology service provider for the aviation industry. Within the company, internal employees have access to its aviation campus, where dedicated resources and teams are put together for employees to have an idea, own it and proactively take it forward to realise it. To support this, Lufthansa Systems was looking for possible gamifications of the innovation processes including innovation barriers for its employees to take part in and learn about it through play / while playing. The game highlights a simple idea: While innovating, sometimes you fly and sometimes you fall. 


We worked with the team at Lufthansa to understand the company structure and identify innovation barriers to be able to design the game. The game when played by its employees will educate them on the concept of innovation and elements that sit in its periphery. 

After multiple rounds of ideation, prototyping, testing and making, we arrived at a stage where we could see the game checking all the boxes of desired educational goals while being fun and engaging. Fall Fly combines three core concepts / entities: the act of flying or delayed fall, the act of building and identified innovation barriers.




THE GAME ~
Fall Fly is a game to be played in teams. At once a maximum of 4 teams can play. Each team can have 2-4 players. 
Time ~
60 minutes (can be extended)
Components ~ 
Pieces to build the flying structures
Cards (4 categories - build, uh-oh, all for one and one for all, pitch)
Dice
Floor Chart
Game Play ~
It begins with the teams choosing any five pieces of their choice from the lot to begin the game. Each team then takes turn to throw the dice on the floor chart and identify the category on which the dice falls. The team then picks up a card from the chosen category which tells them what to do next. There are 20 cards in each category, a total of 80 cards. After playing for 60 minutes, each team will have a fall-fly structure ready of a particular kind. All of the structures are then to be taken at a height. Each team will drop their structures at once. The aim here is to make a structure that can have maximum delayed fall (creating an illusion of flying). The team whose structure reaches the ground last, wins!

Fall Fly
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Fall Fly

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