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Dave's Research Co.

smart gameplay is good strategy — for leaders and product teams

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A Good Move is Grounded

Teams waste work when they decide to build without deciding on the relationship they want to change.

A Good Move is Bounded

Close down open-ended moves; ensure a clear set of steps.

Gameplay Before Strategy

You must improve play, first.

Sequence of Play

Find the structure and sequence to understand the field and drive good play.

Wide Angle View

Moves make sense when you find the games that drive them.

Space for Sparring

Not swords, not stories: make models for sparring, instead.

Field Sense

Everyone is playing on the same field; few are playing the same game.

Timescales of Play

Players' primary timescales create barriers and protective bubbles of awareness.

The Perfect Response

Make this assumption, when smart people seem to be doing stupid things.

The Four Horsemen

Archetypal problem patterns in product orgs

Self-Fulfilling Projects

The projects that defy clarity and specificity.

Playing the Background

The place to play is the structure beneath the problem.

Three Problem Attributes [LC32]

Focus on the primary attribute of the problem — stagnant, maladapted, or adrift?

Seeding a Product Framework [LC31]

Kicking off season 3 of Loops and Cycles — on a framework for handling product team problems.

Maintenance Required [LC30]

The need to maintain and repair the organization itself is inevitable. Who is responsible, and who knows how?