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DSign4Change Digital Transformation
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DSign4ChangeDigital Transformation

Digital transformation is a fundamental challenge for all organizations and markets. The nature and the rate of transformation take on multiple forms and sizes to reflect the differing realities of business and commerce today.

The digital economy has become part of "real world" economies at an astounding rate

As new digital channels arise between organizations and consumers, new patterns of consumption are redefining B2B, B2C and C2C scenarios. New business models and a wider range of evaluation metrics require rethinking the economics and the value chains of both business and administration.

Digital Strategies have become building blocks of successful businesses in the 21rst century

These strategies provide foundations for reducing costs, optimizing the supply chain, personalizing products, services and experiences, and encouraging innovation.

Three challenges in harnessing the power of Digital transformation

The challenge of Appropriation #DigitalRevolution

The democratization of digital interfaces and the diversification of data sources have greatly multiplied the interactions between organizations, employees and consumers. The appropriation of Big Data and Little Data has become key business drivers for business everywhere.

The challenge of Mobility #MobileBusiness

The context of business is changing in markets in which capital, goods, and consumers are increasing mobile. These trends have put traditional best practices to the test, redefining work and life styles.

The challenge of Consumerization #Consumerization

The different realities of the consumer journey have pushed businesses to focus less on their product or service offer and more on the quality of the customer experience.

Addressing these challenges requires developing both management and leadership capable of accompanying change management within organizations based on the primacy of information, context, and the co-construction of social and professional networks designed to identify the evolving needs and objectives of internal and external customers.

Why propose a Digital Transformation specialization?

Digital transformation implies a new approach to education, work, and leisure time activities. More than a simple Web marketing strategy, digital transformation suggests new use scenarios around physical and digital technologies in the production of products, services and experiences. Design4Change is anchored in the belief that people are the source of innovation and creativity.

Succeeding in business today requires understanding internal and external customer motivations and expectations. The World Wide Web is no longer limited to the production and communication of marketing content; the Internet has become a tool that can help individuals and organizations understand the different logics of finance, supply chains, production, and sales inherent in business. .Which student profiles will be interested in this academic track?

We have designed this major for students looking to build their careers as managers, consultants or entrepreneurs in small and medium sized businesses, as well as the major corporations. The ideal candidate will already have a working knowledge of Web and mobile technologies, but will be looking to understand the strategic value of these technologies in managing companies or organizations and their eco-systems.

This specialization requires both conceptual and practical work in a number of fields and projects that are targeted today by digital transformation. The students will be exposed to a work-based pedagogical approach in their exchanges with faculty, consultants, and corporate suppliers and clients.What is your pedagogical approach?

Design4Change has been constructed with the input and suggestions of the major consultancies and suppliers in this area. The goal of the major is to produce qualified candidates for positions in consulting groups, suppliers and end-user organizations for the positions of line manager, technical product or service manager, line manager, project head, consultant, design officer...

What is our pedagogical approach?

Our pedagogical approach is based on the 4P's of digital transformation : information technologies can impact our conception of the workplace (Place), our use of technological platforms (Platforms), our ability to understand, explore and resolve business challenges (People), and our management practices (Practice).

What concretely will the students be doing inside of class (and out)?

The different modules of the major will explore in turn the challenges and opportunities of Design Thinking, Management Innovation, enterprise and mobile applications, as well as the current and near future realities of Big Data, Gamification, Social Commerce, and the Internet of Things. Specific attention will be given to their application in Intra- and Entrepreneurship, as well as in Social Innovation.

Each module proposes a common pedagogical approach based on case studies and professional experience. Within each module, the students are invited to define the targeted commercial and industrial issues, to identify the clients' needs and motivations, to ideate the potential response and to prototype the resulting products, services and experiences.  Who will facilitate this offer and what are their qualifications?

This major is overseen by resident faculty with thirty years of combined industrial experience working with Berger Levrault, Ernst&Young, Hewlett Packard, IBM, Microsoft Europe, and Oracle. The course speakers and facilitators represent the major actors in this area: the major consultancy groups, industry start-ups and major corporations.

Where can we learn more about this major?

The program portal, accessible from the beginning of May 2015 using your PC, tablet and/or Smartphone offers complementary information on the program's objectives, resources, and deliverables, as well as feedback from former students.

http://DSign4Change.com

Kees PronkSr. DirectorCustomer & Partner ExperiencesMicrosoft WE HQ

”“Investing in understanding the

Digital Transformation that organizations have to go through is currently the best investment a student can make

Parrain 2015-2016

4Psof Digital Transformation

Adapt managerial

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#Practices

#PeopleIntegrate the

evolution of use scenarios

#PlaceExplore the context of the workplace

4Ps ofDigital

Transformation© Schlenker & Chantelot, 2014

Appropriate physical and digital technologies

#Platforms

ILOsThe participants will be able to:

Understand the managerial challenges of digital transformation in organizations

Create or contribute to a start-up by integrating the lessons of digital transformation

Understand how to adapt enterprise and mobile applications to emerging use scenarios

Put Design Thinking into Practice Integrate a strategy around Big and/or Little Data, social

networks, and /or IoT in an strategy of continuous productivity

Create an ecosystem of products and services around customer experiences

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Modules

DSign4Business

DSign4Business proposes a vision of digital transformation based the 4Ps - People, Place, Platform and Practice. Two modules #DesigninPractice and #BusinessModelnnovation focus the participants' attention on how technology has constantly shaped the nature of business. Specifically, the participants will examine the influence of physical and digital technologies on how we take decisions, how we use the "workplace", how we design information platforms, and how we practice business today.

This course explores how managerial practices can benefit from integrating or combining the tenants of Design Thinking. Anchored in recent case studies and expert testimony, we propose an approach to business innovation grounded in managerial practices, change and community management, and the appropriation of physical and digital technologies. We begin our discussion with a review of the foundations of scientific management. We will then turn our attention to the value proposition of Design Thinking in order to identify the methods and processes that can improve managerial practices. We introduce the 4Ps of Design in Practice (Place, Platform, People and Practice) and illustrate each using case studies taken from a wide variety of industries. Finally, we explore the challenges and opportunities for implementing this vision in large corporations, small business, and entrepreneurial activities.

Innovation, adapting ideas or inventions into goods and services with perceptible customer value, represents one of the most profitable strategies in modern economies. The current challenges of the financial crisis, hyper-competition, jobless growth, etc. can be addressed with new visions, new concepts, new visions, and new management practices. The module on Business Model innovation encourages module participants to appropriate and apply recent concepts and models of management and business model innovation. Students are invited to explore the pertinence of open innovation, two-sided networks, business and customer value creation, and the monetization of services and experiences.

The pedagogy is build around case studies of current industry leaders, including Microsoft, Amazon, Google, Facebook and Apple. Class discussion will focus the challenges and opportunities of the models, practices, and metrics of each business model.

Course #1

Design in PracticeCourse #2

Business Model Innovation

DSign4Transformation

The DSign4Transformation track proposes a vision of digital transformation built upon an analysis of the historical challenges of corporate computing. #EnterpriseApps and #MobileBusiness survey the evolution of enterprise information systems. Because Big Data today represents one of the principal levers of digital transformation, specific modules on #BigData and #LittleData explore the managerial, organizational and technological considerations in redesigning corporate information platforms around non-structured user-centric data.

This course focuses on understanding, applying and leveraging innovative technologies in the extended enterprise: enterprise resource planning, supply chain management and customer relationship management. The course will stress the importance developing managerial competencies around the assimilation of new forms of technology, the appropriation of IT in the way we work, the enrichment of core competencies to deploy enterprise technologies as a foundation for business value.

Participants will be working to develop their knowledge and skills such as Identifying business needs for Enterprise Technologies; Evaluating how different forms of IT can facilitate communication in business; Understanding how IT can assist operational managers in planning, implementing, and evaluating work.

What is the difference between the Mobile Business and Mobile Apps? How does the increasing mobility of capital, goods and consumers modify traditional business processes?

What needs to be identified in a requirement study, as well as in the methodology and architecture of the proposed solution? What use scenarios need to be nurtured during the project? How do mobile apps modify the means with which we measure productivity?

This module identifies the challenges, opportunities, relevant case studies, and future scenarios of Mobile Business. Based on Case studies from Europe and the States, this module explores the technologies, opportunities, and challenges of the Mobile Business in the months to come..

Course #1

Enterprise AppsCourse #2

Mobile Apps

DSign4Transformation

Course #3

Big DataCourse #4

Little Data

Big Data can be defined as the ability to harness information in novel ways to produce useful insights on consumer goods, services and/or experiences. As firms shift the emphasis of corporate computing from processing internal data to mining external data sources, Big Data can help organizations better understand how internal and external customers use their products and services, and this adapt their offers. This short course identifies the challenges, opportunities, relevant case studies, and future scenarios of Big Data. The ability to take into account these structured and non-structured data is both a significant challenge and real opportunity for organizations today whether it be on a business, technological or functional level.

Little Data is what we know about ourselves: our behavior, our motivations and our objectives. If commercial interests in understanding social or market behavior motivate the current interest in Big Data, the drivers of Little Data are tied to a broader understanding in the behavioral sciences of how individuals achieve their personal and professional goals. This course focuses on understanding, applying and leveraging technologies in understanding the challenges and opportunities of Little Data: how individuals define and rank issues and challenges, how they deal with these challenges, and how they measure success. The course will explore the nature and impact of Little Data, stress the importance developing managerial competencies around data analytics, and highlight the potential applications of Little Data in business and industry.

DSign4Networks

Course #1

Social BusinessCourse #2

The Internet of Things

The DSign4Networks track underlines the primacy of social and professional networks in business today. As communities of practice both encapsulate and influence "user" experiences, C2C channels compete with traditions visions of B2C and even B2B in shaping research, production, and service scenarios. In this context, the #SocialBusiness module uncovers the explicit and implicit opportunities of the experience economy, while the #IoT module demonstrates how "phygital" technologies today condition the reach and the pertinence of our networks in business, administration and leisure time activities..

What does Social Business mean today? What are the specific value propositions of CRM, Social Network Analysis and Social Business? What needs to be identified in a requirement study, as well as in the methodology and architecture of the proposed solution? What use scenarios need to be nurtured during the project? How can we evaluate the results?

Social Commerce is a business strategy designed to promote strong internal and external customer engagement. The objective is to put in place a technological infrastructure capable of capturing and enriching customer conversations within key business processes.

The business value of this strategy is tied to the organizational capacity to account for customer objectives and motivations. Based on Case studies from Europe and the States, this module explores the technologies, opportunities, and challenges of Social Business in the months to come.

IoT describes a world where physical objects are seamlessly integrated into the information network, and where the physical objects can become active participants in how people interact with their business and social environments.

Sometimes referred to as The Internet of Everything, this vision describes uniquely identifiable objects, tagged by technologies that contain information on their identity, status, location on the Internet. These cyber objects can then be assistants, advisors, decision makers, etc.; and can be used as levers to change existing economic or organization models.

Designed around recent experiences and European case studies, explores the technologies, opportunities and challenges of IoT in the months to come..

DSign4Value

Course #1

Design Thinking Course #2

Social Innovation

DSign4Value consider business value as the heart of the customer experience rather than a simple accessory in a product or service offer. Memorable experiences aren't produced on the factory floor, but on the front line of customer challenges and opportunities. The #DesignThinking and #SocialInnovation modules focus on techniques and tools designed to help participants identify, elucidate and dissect “things that matter”.

Design Thinking is a cognitive process based on user experiences. The foundations of Design Thinking include observation, empathy, and segmenting consumer needs, prototyping potential solutions and continuous focus on improving use scenarios.

This module places Design Thinking in the context of entrepreneurship: students are challenged as "entrepreneurs" to create an innovative start-up producing measurable business value. Along each step of the creative process, students are invited to minimize the uncertainty of the potential success or failure of their efforts.

As a result, students will continuously refine both the working hypotheses concerning the usability of their product, service or experience offering and the overall coherence of the proposed business models.

This workshop has been designed as a collaborative exercise to help the students explore and apply the concepts of Design Thinking and Digital Transformation within a framework of Social Innovation. Social innovation offers its proponents a unique laboratory to develop practical solutions to the major challenges of contemporary society. This specific form of innovation is defined by its objectives that are inherently intertwined with entrepreneurial, social, and human ecology. Whether the innovation is a result of technology, organization, or human experience, social innovation is produced collectively as function of its impact on its environment. Beyond notions of competitive advantage, social innovations are evaluated in its capacity to produce measurable benefits for the collectivity.In the workshop itself, participants are asked to observe, emphasize and segment community needs in partnership with local and/or regional authorities. In the context of a Social Innovation Challenge, the students will prototype and promote contextual solutions and propose appropriate evaluation metrics. .

DSign4UX

« In an economy in which information is everywhere, capturing the consumer's attention is a prerequisite to success »Gamification implies the use of gaming techniques designed to influence individual or group behavior. Gamification is increasing present in the design of Web and mobile platforms, as well as in the fields of marketing, communication, human resource management, education and professional training. Well-designed recreational and "serious" games capture the public's attention. Millions of people play video games each day. Gaming today is one of the principal strategies used to both strengthen consumer engagement and enrich interactions between business and consumers. Gamification uses the developed in the gaming industry to engage, to teach, to entertain, to measure, and to improve the perceived use of products, services and experiences. The objectives of this model are to introduce the concepts game thinking and game mechanics, examine their application in various business strategies, and discuss their potential applications in the near future.

Course #4

Gamification

The success of web and mobile platforms is essentially defined today by the number of active users and the strength of the communities of practice they engender. Growth Hacking provides a new vision of how to grow Web-based enterprise. The specificity of Web Hacking is to provide a comprehensive Web strategy to maximize the growth of the platform ("eyeballs", user frequency, revenues). IIn practice, Growth Hacking is a systematic study of the "conversion rate" of an Internet platform ranging from "site" visits to generated revenue. Specific steps include acquisition (SEO, SEM, press relations, e-mailing, etc.), activation (the interaction of the visitor with the platform including inscriptions, newsletters, etc.), retention (repeat visits, time spent in the canal), referrals (the visitor becomes a trusted advisor), and revenue generated through paid services. This module on Growth Hacking introduces the participants to this vision, exploring the methods and tools used at each step of the customer journey, as well as the tests and analysis of the data generated by various platforms. .

Course #3

Hacking for Growth

As the creation of memorable experiences requires a clear understanding of customer motivations, objectives and actions, DSign4UX gathers two essential dimensions in fostering involvment. The #HackingforGrowth module provides a comprehensive strategy to enrich the customer experience through Web based information platforms. #Gamification combines gaming theory and game mechanics to explore how the levers of passion and engagement can contribute to business value.

DSign4U

Course #1

Practice, Practice, Practice

Course #2

The Quantified Self

Students in the Quantified Self course will explore how different approaches to individual well being can improve our productivity and effectiveness.

The pedagogy of this module is constructed around a series of discussions, directed research and personal work to explore the limits and possibilities of the Quantified/Qualified Self. Class discussions focus on case studies and personal testimony to gauge the impact of technology on the individual and collective performance.

At this end of this module, students will be able to understand the historical roots of the Quantified Self, to explain the potential value of information in the conception, implementation and evaluation of these technologies, to explore how a Web Service works, to elucidate the issues behind the notion of personal productivity and to identify the challenges and opportunities of this approach in the workplace

The aim of this integrative workshop is to transform pedagogy into practice. The module runs the duration of the track, allowing the students to apply the concepts, tools and methods introduced in the different modules of this specialization. The deliverables of the module include scanning the market to identify appropriate customer challenges to study in business, administration or society at large, designing operational frameworks to segment customer needs, adapting physical and/or digital platforms to address these challenges, elaborating evaluation metrics and analyzing the data to benchmark potential solutions, and communicating the findings both inside the community of practice and out.

The pedagogy of the Practice, Practice, Practice module will be determined in function of the projects the students propose at the beginning of the year. The issues and challenges identified in each project are fed back by the students into the others modules as the year develops.

Creating value is a contact sport. The DSign4U track highlights social interactions, teamwork, and personal balance. #PracticePracticePractice invites students to apply concepts and pedagogy into practice. #TheQuantifiedSelf module provides concepts on self-knowledge through self-tracking.

“Data is the petrol of the 21st century. Fueled by the massive use of social media, the explosion of IoT, the adoption of the Quantified Self and the digital transformation of enterprise, the market of Big Data is growing at an astounding rate. The Boston Consulting Group calculates that the value of personal data of European consumers will approach one trillion Euros between now and the end of the decade. The French government estimates that the national market will be worth nine billion Euros and create 137 000 new jobs”

Le Monde, March 15, 2015“Métiers de la data : les 4 profils que l'on va s'arracher”

Data Scientist

Design Officer

BIS Chief Digital Officer

Digital Project Analyst

Digital Strategy & Solutions Lead 

Digital Transformation – Consultant

Digital « Quality » Manager

Head of Digital Channels

Head of Digital and Customer

Engagement

Head of Digital UX, Data & Tech

Head of Digital Media

Entrepreneur

Line Manager

Etc.

Jobs

Portal

http://DSign4Change.com

Follow DSign4change on

The portal DSign4Change.com is designed to:

Provide a central information hub for course participantsIdentify the evolution of the students’ needs and objectivesIntroduce the course facilitatorsDescribe and document the learning experience(s)Promote the DSign4Change communityCurate targeted research themes and discussions

RevueOur interactive revue DSign4.Biz will help you to

Discover and discuss the latest trends in digital transformation

Curate and enrich pertinent academic and trade articles

Create a community of practice inside school (and out)

Build a collaborative knowledge base

Identify job and consulting opportunities

Alumni

« This course will of great use in my future career as you’ve presented a variety of innovative ways to think about the application of enterprise applications to improve organizations. …This course has really opened up my mind to what technology can do for people and has really enlightened how I will think about ideas for technology enhancing organizations going forward. The value cube was excellent as well – absolutely phenomenal way to think about technology in context of organizations » MK 2012

« The conflict, competence, vision, metrics really benefit my sight of management and business itself. Thank you very much for not just delivering the info but also a way of thinking to me » TS 2011

« The conflict, competence, vision, metrics really benefit my sight of management and business itself. Thank you very much for not just delivering the info but also a way of thinking to me » TS 2011

« Well this might be surprising but although I took my bachelor degree on computer science and information systems, for the first time in my life I feel that Technology is important and people who knows how to use it right are the smarter…. I think I want to inspire others like you did with us..so I think this course has changed my thoughts and gave made me not feeling sorry for spending the last 4 years studying about technology. Thank you very very very much, this was one of the greatest courses I have ever had » SH 2012

« Learning to think about how to leverage IT to solve conflicts is just as important as learning how to use it » CS 2011

« This track has been very unique, allowing students to work within teams to discuss ideas, opportunities and potential limitations of information technology. Through discussion and the analysis ... we have had the opportunity to gather first hand experience of potential working environments which we may encounter in the future » JS 2015

« This module has helped me focus technological and innovative ideas, critical thinking, and managerial competencies » GA 2015

« Yes! I met an awesome teacher who taught me how to use information system technologies to help me with future management practice. I learned how to think differently and how to give my challenges a happy ending » ZM 2015

« I realised many things through this module that surprisingly I didn't know so far. The notion that information technologies are not only to create new things and constantly evolve with no meaning simply to impress. Information systems should have a purpose that is to foster innovation and productivity. And not all technologies are good and effective if they not truly make our lives easier » LG 2015

« This module has provided us with a new perspective towards looking at businesses and even ourselves. It outlined how the consumer trust is changing and how they do not trust on what businesses say today, but only on their networks. This module will definitely help me to think in a different way to use information technology to foster not only just sell their products or services in an organisation but productivity and address to customer problems in a way that they can rely upon, trust and create value from the experience that they gain » PK 2015

« The course makes us understand the importance of many things like networks and connections that you see all around you in day to day but you never really sit down and analyse it's real potentials. By looking at interesting examples that you wouldn't come across on your own, you realise the importance of creativity and the endless possibilities that IT has to offer. How some small change in something that is already existing can build a successful business . We have been introduced to some very interesting tools .. I personally loved the flipboard and I will be using it a lot for reading up and exploring new things. It has been a great experience » PC 2015

Alumni feedback on previous courses around DSign4Change

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