+ All Categories
Home > Documents > Ecosystems, new playground for design

Ecosystems, new playground for design

Date post: 06-Apr-2016
Category:
Upload: feel-dot
View: 218 times
Download: 2 times
Share this document with a friend
Description:
In this document we draw a process with the aim to foster radical innovation in companies. It is not focused in an specific department but how can everyone in the company be more user/ market/customer oriented and create new solutions.
Popular Tags:
99
Designing solutions in Ecosystem based companies
Transcript
Page 1: Ecosystems, new playground for design

Designing solutions in Ecosystem based companies

Page 2: Ecosystems, new playground for design

Index Introduc)on  

Ecosystems:  Product  Service  System  environment  

Design  Process  

Explora)on  

Idea)on  

Prototyping  

Implementa)on  

Conclusions  

Bibliography  

Page 3: Ecosystems, new playground for design

Introduction

In this document we draw a process with the aim to foster radical innovation in companies. It is not focused in an specific department but how can everyone in the company be more user/market/customer oriented and create new solutions. We understand companies like Ecosystems where ideas flow and everyone has the ability to innovate thanks to the team development. This is a process based in experimentation tools to develop human centered approach among people in the company. The process is defined and it explains several tools to use, some of them have additional templates for you to use and experiment by yourself. You are brave enough to start, enjoy!

Page 4: Ecosystems, new playground for design

Ecosystems: new playground for design In  our  ever-­‐changing  world,  companies  look  like  constantly  forced  to        reinvent   themselves   in   order   to   be   successful.   Companies   and   people   that  embrace  naturally  this  reinven=on  process,  and  not  the  ones  that  are  forced  to  do  that,  are  those  that  are  able  to  understand  the  complexity  and  create  sustainable  innova=ons  and  real  impact  in  their    surroundings.    Based  on  this  we  consider  that  organiza=ons  are  live-­‐systems  that    learn  and  change   to   adapt   in   a   more   and   more   open   and   global   environments.     e  strongly  believe  that  the  companies  that  specially  take  care  on  designing  this  ecosystem  are  richer  and  fer=le  in  crea=ng  new  solu=ons.  For  this  reason  we  put   in   the  basis  of  our  model   the  way  of  design   the  organiza=on  or  maybe  beBer  called    ecosystem  (with  all  the  elements  of  the  organiza=on  as  a  living-­‐system).    It  can  generate  controversy  to  consider  that  the  Strategy  comes  late  We  can  say  that  yes,  the  WHY  (strategy)  comes  earlier  than  the  HOW    (organiza=on/system);   but   the   change   in   organiza=on   we   are   looking   for  requires   deep   change   in   the   way   of   being   (how)   to   create   constantly   new  products,  new  solu=ons  with  radically  different  strategies.    Everything  turns  around  the  people,  and  it  is  the  link  with  WHY  we  do    things,   HOW   we   do   and   WHAT   we   do.   We   need   to   design   the   best  environment   to   make   people   feel   courageous,   with   an   entrepreneurial  aQtude,   crea=ng   new   opportuni=es   with   customers   and   connected   with  their  own  strategy    Everything   relies   on   “people   designing   solu=ons   to   other   people”.   Star=ng  from  this  DOT,  we  work  to  design  solu=ons  based  in  a  deeper  understanding  of  peopleʼs  needs  (from  inside  and  outside  company)  and  we  merge  strategy,  organiza=on   and   product/service   design   to   foster   people   of   the   company  delivering  innova=ve  solu=ons  for  people  needs.  To  tackle  peopleʼs  needs  and  design  innova=ve  products  and  services,    we  need  more  than  implement  different  tools  and  processes.  We  design  the  organiza=on   and   the   strategy   differently   to   create   a   sustainable   ecosystem  

that  creates  innova=ve  solu=ons.    Intrapreneurial  teams  characterized  by  flexibility,  innova=on,  and  risk       taking;   aligned   with   the   company   strategy,   really   connected   with   the  company´s  why   are   the   key   players   in   this   new   scenario.   Teams   that   get   a  deep   understanding   of   the   customer   needs,   and   co-­‐create   with   them   new  solu=ons.  Teams   that   contribute   to   define   the   general   strategy   of   the   company;  specially  the  why  of  the  company  that  connects  emo=onally  with  clients.  This  intrapreneurial   teams   are   the   ones   crea=ng   the   future   of   the   company  empowering  them  to  look  for  new  solu=ons.    Crea=ng  a  rooted  culture  that  encourages  innova=on,  that  fosters        crea=vity,   experimenta=on   and   people   have   a   special   aQtude   and  excitement  to    possibility  of  building  new  solu=ons   is   the  way  to  answer  to  the  new  paradigm.  Designing  a  Connected  Company,  open  to  collaborate  and  innovate  with  other  organiza=ons  and  others  disciplines.      This  characteris=cs  and  others  aim  to  fast  track  product  and  service    development  to  take  advantage  of  a  new  opportunity  or  to  assess  feasibility  of  a  new  business.          

Page 5: Ecosystems, new playground for design

Ecosystem design How  organic  understanding  of  design  in  a  company  can  foster  innova=on  

Organization design

Strategy design

Product Service System

Busin

ess m

odel

stra

tegy

Organiza)onal  Structure  

Innova)on  Culture  

Intrapreneurship   Customer  Orienta)on  

Why  do  we  do     How  do  we  do     What  do  we  do    

Explora)on     Idea)on     Prototyping     Implementa)on    

DOT S.coop February 2014

Page 6: Ecosystems, new playground for design

Ecosystem design: Product Service System

Organization design

Strategy design

Product Service System

Organiza)onal  Structure  

Innova)on  Culture  

Intrapreneurship   Customer  Orienta)on  

Why  do  we  do     How  do  we  do     What  do  we  do    

Explora)on     Idea)on     Prototyping     Implementa)on    

   

Our  focus  

Understanding  the  whole  complexity  of  a  company  we  will  be  focusing  in  a  design  process  of  a  Product  Service  System.  Understanding  how  to  reach  beBer  the  users,  understand  them  and  be  able  to  create  real  value.    

Page 7: Ecosystems, new playground for design

Characteristics Product  

In  the  types  of  product  that  a  consumer    can  buy,  there  are  two  types  of  elements  that  are  valued.  One  side,  the  atributes  of  the  product  and  on  the  other   side   the   previous   comparison   before  buying   the   product     or   physcologycal   values   of  the  product.  Thus,  according   to   their  purchasing  behavior  or    personal  mo=vators  ,  can  turn  a    product    one  kind  or  another  .          Convenience   products   (habitual   consump=on  with   very   high   sales   volumes).     Compared  pu r chase   p roduc t s   a re   l e s s   common  consump=on   than   convenience   products   ,   with  lower  margin  market.  For    purchasing  decision  of  this   products   ,   price   aspects   have   been  considered,     quality   and   style.   Specialized  Products,  unique  characteris=cs  aBributed  to  the  high  brand  value   .    Emergency  Products   ,  when  the   consumer   is   looking   for   a   product   in   an  unexpected  and  emergency   situa=ons   ,   so   there  is   no   comparison   to   any   previous   purchase.  Unexpected   products   ,   the   consumer   faces    dec i s i on   to   pu r chase   these   p roduc t s  unexpectedly   ,   and   normally   ,   as   a   result   of   an  ac=on   of   the  market   ,   an   unexpected   event,   an    offer   or   a   new   law.   For   such   products   ,   the  market  persuasion  becomes  very  important.  

Due   to   the   intangible   characteris=c   of   the      services,   they     can   not     be   perceived   by   the  senses,   before   the   consump=on.   Simultanely,  describes   the   inseparability   of   produc=on   and  consump=on   of   services.   For   this   reason   it   is  necessary   the   interac=on   between   the   person  who  produces    service,  and  those  who  consume  it   .  Perishable   characteris=c,   their   inability   to  be    kept  or  stored,  if  a  service  is  not    is  consumed  at  that  moment  is  lost.                                        

Product   -­‐   Service   Systems   (   Product   Service  System  )  are  those  that  feature  both    products   ,  as  well  as  services   that  answer   to  specific  needs  of   a   person  or   group.   In   order   to  design   a   PSS   ,  we  must   take   into     account   that   these   systems  can   be   offered   by     a   single   source   ,   or  mul=ple  coordinated.   The   PSS   underlies   a   change   in   a  company   percep=on.   While   historically   the  produc=on   and     selling   products   was   the  backbone  of  companies,    =mes  have  changed  the  model   to   sa=sfy   the   user   needs.   The   European  Union   funded   a   project     to   develop   a  methodology   about   Product   Service   System  (MEPSS   -­‐   Methodology   for   Product   Services    Systems,   hBp://www.mepss.nl   )   .   In   this   study   ,  there  can  be    differen=ate  the  different  types  of  PSS   according   to   importance   of   the   tangible  elements   of   the   system     (products   )   and  intangible   items  or   services.  The  methodology   is  focused  on  the  design  and    selling  interconected  products  and  services  and  the  effort  to  visualize,  analyze   and   manage   the   different   actors   and  stakeholders  of  the  system.      

Service   Product  Service  System  (PSS)  

by  DAKIT  DESIGN  SL    

Page 8: Ecosystems, new playground for design

PSS relation matrix

Product  

Product  oriented  PSS    

Usage  oriented  PSS    

Outcome  oriented  PSS  

User  oriented  PSS  

Pure  Services  

PSS Services Products PSS

The  service  complements  the  

product  

-­‐-­‐-­‐-­‐-­‐-­‐-­‐  

-­‐-­‐-­‐-­‐-­‐-­‐-­‐  

The  service  replaces  the  product  

The  service  replaces  the  product  

The  service  influences  the  user  

Which  is  the  role  of    the  service  in  PSS?  

Who  is  the  owner  of    the  product?  

Types  of    PSS  

Consumer  

Consumer  

Consumer  

Supplier  

Supplier  

-­‐-­‐-­‐-­‐-­‐-­‐-­‐  

Longer  product  life  (guarantee,  manteinance….)  End  of  the  

product  life  (recycling,  reuse…)  

Individual  use:  ren=ng,  leasing…  Collec=ve  use:  Sharing,  polling…  

Hiring  

Knowledge  based  (tutorials)  Informa=onbased  (consul=ng)  

-­‐-­‐-­‐-­‐-­‐-­‐-­‐  

Tangible  

Intangible  Adapted  by  DAKIT  DESIGN  SL  based  on:  MEPSS-­‐Methodology  for  Product  Services  Systems,  hEp://www.mepss.nl  ECO  Design  Infoknoten,  Product  Service  Systems  

Page 9: Ecosystems, new playground for design

Examples Nespresso  

Nespresso  sells  the  machine,  the  capsules  and  offers  a  guarantee  service  and  recycling  service  for  the  users.  Everything  is  connected  through  the  shops  .    

Lego  

Lego  sells  the  bricks  and  toys  but  also  they  have  developed  a  wide  range  of  services  related  to  educa=on  and  technology  (example:  Lego  serious  play)  

Page 10: Ecosystems, new playground for design

The Design Process

Page 11: Ecosystems, new playground for design

Think different, think like a designer Design is probably one of the most evolving and changing disciplines in the XXI.century. The changing environment, new ways of communicating, doing and building connected with the global challenges we are facing made the design a tool to merge different disciplines to give birth to new solutions and ideas. There are many ways to design, and many variations in the design discipline too. Nevertheless we will be focusing our process to design new solutions for users from Design Thinking methodology. Design Thinking offers a wide bunch of tools and ways of working that foster new idea generation and creativity. The concept comes from Tim Brown (CEO and president of IDEO) and it has become a trend due to the impact it generated in innovation understanding. One of the main benefits of Design Thinking is the way it merged Business Discipline with Design Discipline and the easy and common sense tools and methodologies it provides to do things differently.

Business   Design  *

Page 12: Ecosystems, new playground for design

Innova)on  

“If I had one hour to save the world

I will spend 55 minutes to define the problem”.

– Albert Einstein

Page 13: Ecosystems, new playground for design

Goo deep into Human

One of the main characteristics of Design Thinking is the fact that uses Human Centered approach to innovate in products and services. It puts special emphasis to understand the users, their aspirations, their habits, fears… Going deep into this and following an iterative design process it provides the perfect methodology to create value for the users.

ü Empathy:  Devote  yourself  to  the  user.    ü Mul)disciplinary:   Many   ways   of   understanding   the  reality  make  it  richer.  

ü Crea)vity:  Build  on  the  ideas  of  others  ü Itera)ve:  Fail  oben  and  fail  early.  ü Think  and  communicate  visually  

Innova)on  Desirability  

Viability  

Feasibility  

Human  

Technology  

Business  

5 Important Keys

Page 14: Ecosystems, new playground for design

Many ways to draw the process There  are  thousand  ways  of  calling  the  different  phases  of  Design  Thinking,  but  we  are  always  talking  about  the  same  approach  

Product  Design  and  Development  by  Karl  T.  Ulrich  and  Steven  D.  Eppinger  (McGraw-­‐Hill  1995)  

hBp://www.designthinkingforeducators.com/design-­‐thinking/  

The  d.school/D-­‐School  Design  Thinking  Process   The  squiggle,  Damien  Newman  

Page 15: Ecosystems, new playground for design

The process we are following

According  to  our  way  of  doing  and  understanding  the  company  ecosystem  we  defined  this  process  to  follow,  this  is  not  new,  as  we  have  seen  previously  there  are  many  ways  to  represent  the  Design  Thinking  process  and  this  is  the  one  we  chose  to  go  deep  into  the  process.  We  will  follow  the  converging  and  diverging  process  in  each  step  tp  get  the  key  insights.    

Explora)on   Idea)on   Prototyping   Implementa)on  

A B

Page 16: Ecosystems, new playground for design

This process helps you to get over the blocks.

Page 17: Ecosystems, new playground for design

Less words, more work

Page 18: Ecosystems, new playground for design

EXPLORATION Take your time to look around

E  

Page 19: Ecosystems, new playground for design

The research must be designed too.  Collect  Thoughts:    As  a  team,  your  first  step  will  be  to  talk  about  the  design  challenge  you  choose  to  work  on.  You’ll  collect  and  write  down  thoughts  about  your  challenge.  Your  team  will  discuss  how  you  can  refine  the  challenge  if  it  feels  too  broad,  or  too  specific.      Objec)ve  of  the  service:    Define  the  objec=ves  of  the  service  from  an  organiza=on  point  of  view  and  from  market  needs.  What  does  the  organiza=on  offer?  What  do  the  users  need?      Service  Context:  Understand  the  service  context.  Which  are  the  barriers?  Look  deep  into  the  market  trends  to  have  a  general  overview.      Service  promise:    Define  the  match  of  the  organisa=on  promise  and  the  user  needs  sa=sfac=on.        Success  criterias:  Define  what  will  happen  if  the  service  succes.  

TOOL:  context  and  objec=ve  template    

Page 20: Ecosystems, new playground for design

We need qualitative insights USER  /  CUSTOMER        Past  experiences        Expecta=ons        Needs  /  Desires  /  Aspira=ons  /  Habits        Extrem  users  &  non-­‐users        COMPETENCE      What  do  they  offer?      How  do  they  do  it?      Pricing  model      What  do  they  communicate?        DIFFERENT  SOLUTIONS  TO  THE  SAME  PROBLEM  AREA        LAW  /  POLICY  /  REGULATIONS  

As  we  have  seen  Design  Thinking  process  is  based   in   an   empathic   and   User   Centered  approach.      According   to   that,   we   need   to   look   for  qualita=ve   insignts,   clues   that   give   some  light   about   user’s   habbits,   feelings,  emo=ons,  percep=ons…  This  research  must  be   designed   to   look   at   the   problem   in   a  different  way.      For  that,  we  need  to  define  very  well  what  do  we  want  to  know.    

Page 21: Ecosystems, new playground for design

We  have  to  define  which  are  the  key  informa=on  we  want  to  know.  What do we want to know

We  need  to  define  who  do  we  want  to  interview.  Habitually  in  a  service  we  have  different  type  of  actors  to  take  informa=on  from.  Users,  employees,  stakeholders…  each  of  them  will  give  us  different  point  of  view  and  different  informa=on.      Beforehand  we  have  to  define  what  do  we  want  from  each  actor  and  focus  in  order  to  focus  de  research.    

Interviewing actors in the service

TOOL:  Research  ques=ons    

Page 22: Ecosystems, new playground for design

Play  to  who  is  who  

Personas

If  we  have  to  design  for  people  we  have  to  know  them,  their  jobs,  families,  habits…  If  we  make  them  part  of  our  life’s  we  will  think  about  them  ,  we  will  get  to  know  their  tastes  so  it  will  be  easier  to  design  solu=ons  for  them.  It  is  really  helpful  to  create  a  common  understanding  in  the  team,  common  way  to  see  the  user.      ARer  doing  the  research  of  personas  we  need  to  define  the  paSerns  to  see  who  are  the  ones  we  are  designin  for,  the  personas  exercise  helps  for  that.  We  define  her/his  story,  skills,  dreams,  fears…  in  order  to  have  a  general  overview.    

TOOL:  Personas  Personas  tool  used  for  KALON  project  done  by  ARTEKLAB,  DAKIT  DESIGN  and  DOT  

Page 23: Ecosystems, new playground for design

Empathy map Going  beyond  people’s  demographic  characteris=cs  to  develop    and  synthesize  a  beBer  understanding.    

TOOL:  Empathy  map  

Page 24: Ecosystems, new playground for design

More tools for exploration

Make  a  broad  search  with  resources  available  (books,  internet,    studies,  papers,  other  projects…)  in  order  to  gain  understanding.  

Desk research

The  researcher  makes  an  immersion  in  users’,  workers’  or  other    stakeholders’  lives  to  observe  the  experiences  and  how  they  act.  

Shadowing

Experiencing  an  exis=ng  service  yourself,  exploring  from  the  point  of  view  of  a  user  and  analyzing  it.  

Inmersion Service Safari

Page 25: Ecosystems, new playground for design

Actor map

Representa=on   of  customer,   s taff,  p r o v i d e r s ,  partners…    and   the   interplay  between  them.    

       

TOOL:  Actor  Map    

Page 26: Ecosystems, new playground for design

Representa=on   of   the   ac=ons  and  habits  of  people  in  =me,  in  order   to   spot   the   paBerns   or  interes=ng  issues.  

A day in a (week/day) life

Cultural Probes Informa=on  gathering  packages  based  on  user-­‐par=cipa=on  via  self  documenta=on.    

Page 27: Ecosystems, new playground for design

Interview  that  happens  in  a  relevant  space  and  =me  frame  in  order  to  get  deeper  informa=on  on  the  research  topic.    

 

Contextual Interview

KEYS  FOR  INTERVIEWING  

-­‐  Leave  preconcep=on  in  the  door.  -­‐  Use  their  wording.  -­‐  Give  them  =me  to  process  ques=on  (Don’t  push  

people)  -­‐  Go  broad  at  first  to  understand  them  as  people  -­‐  Don’t   leave  without   asking   your  most   pressing  

ques=on.  -­‐  Be   naturally   curious-­‐push   to   understand   their  

world.    -­‐  Ask  for  examples  and  stories.  -­‐  Pay  aBen=on  to  what  is  not  said.  -­‐  Take  a  lot  of  notes  -­‐  Observe  ar=facts  and  surroundings.    

 

Interviewed     Interviewer    

Observer    

Interviewer+Interviewed+Observer  

Interview   in   the   train   from   San   Francisco   to   Palo   Alto,  doing  a  research  about  people’s  mood  in  train  journeys.      

Page 28: Ecosystems, new playground for design

Session  in  which  many  people  at  the  same  =me  are  asked  the    research  ques=ons  and  the  explora=on  is  done  collec=vely.    

 

Generative session

Page 29: Ecosystems, new playground for design

You  must  begin  defining  user  needs,  what  goals  you  plan  to  accomplish  and  how  you  plan  on  posi=oning  yourself  within  the  compe==on.  

Define

Page 30: Ecosystems, new playground for design

Design Scope

Once  we  have  collected  all  the  date  it’s  about  =me  to  define  the  design  scope,  where  are  we  focusing  to  ideate?      It  is  helpful  to  go  back  and  review  the  first  hypothesis  and  complete  with  all  the  insights  we  got  aber  the  research.      Aber  opening  the  explora=on  it  is  =me  to  close  and  define  the  key  elements  to  take  into  account.      

TOOL:  Design  challenge    

Page 31: Ecosystems, new playground for design

Everything begins with and idea

Page 32: Ecosystems, new playground for design

IDEATION Dive into the impossible

E  

Page 33: Ecosystems, new playground for design

Creativity is a phenomenon whereby something new is created (such as an idea, a joke, an artistic or literary work, a painting or musical composition, a solution, an invention etc.). The ideas and concepts   so conceived can then manifest themselves in any number of ways, but most often, they become something we can see, hear, smell, touch, or taste. The range of scholarly interest in creativity includes a multitude of definitions and approaches involving several disciplines; physicoly, cognitive science, education, philosophy, technology, theology, sociology, linguistics, business studies, songwriting and economics  , taking in the relationship between creativity and general intelligence, mental and neurological processes associated with creativity, the relationships between personality type and creative ability and between creativity and mental health, the potential for fostering creativity through education and training, especially as augmented by technology, and the application of creative resources to improve the effectiveness of learning and teaching processes.

Wikipedia

Page 34: Ecosystems, new playground for design
Page 35: Ecosystems, new playground for design

5 important key elements before to start

It  is  within  the  human  nature  to  be  crea=ve,  the  human  being  developed  during  the  years  overcoming  obstacles.  It  is  an  skill  that  can  be  learned  and  increases  by  prac=ce.    

We all are creative

The  ability  to  generate  new  ideas  and  solu=ons  in  current  ever  changing  environment  is  considered  one  of  the  key  elements  to  be  developed  by  leaders.    

Creativity has become one of the most valuable skills

Mental  models,  social  habits,  close  understandings…  are  one  of  the  main  killers  of  new  ideas.  Being  in  a  constant  openess  to  new  s=mulous  and  reali=es  gives  us  food  for  our  thoughts  and  ideas.  

Barriers keeps us from being creative

Crea=vity  doesn’t  require  a  lot  of  =me,  it  requires  focus  and  aBen=on.  We  need  to  train  our  brain  to  look  for  connec=ons.    

Creativity needs focus

Although  it  is  a  good  tool  if  used  appropriately,  there  are  much  more  tools  than  a  Brainstorming  session  to  foster  crea=vity.    

There is much more than Brainstorming

Page 36: Ecosystems, new playground for design

The creative process

1.  Starting phase 2.  Diverging phase 3.  Converging phase

Diagram:  Change  by  Design  

Page 37: Ecosystems, new playground for design

The creative process

Starting point

Diverging Converging

The  defini=on  of  the  star=ng  point  is  the  key  step  of  the  process.  Defining  well  the  right  ques=on,  problem,  framework…  is  probably  half  of  the  answer.      There  are  a  number  of  simple  ways  to  generate  alternate  problem  statements.  Subs=tute  a  word  in  the  problem  statement,  add  words,  use  the  opposite  meaning  of  word,  synonyms,  anonyms,  or  a  number  of  other  subs=tu=ons.          

Page 38: Ecosystems, new playground for design

The creative process

Divergence  is  the  process  of  thinking  broadly,  of  expanding  one's  mind,  of  going  places  where  one  does  not  normally  go.  In  fact  it  is  very  much  what  most  people  think  about  when  they  consider  crea=vity.    Social  varia)on  Divergent  thinking  is  very  important  in  crea=vity  as  the  process  whereby  ideas  are  generated.  Although  everyone  can  do  it,  some  take  to  it  more  easily  and  find  idea  crea=on  (some=mes  called  ideaLon)  both  natural  and  fun.For  others,  it  is  something  more  of  an  effort,  both  to  create  the  ideas  and  also  to  get  over  the  internal  blocks  that  prevent  them  from  telling  others  about  their  half-­‐formed  ideas.The  fear  of  social  punishment  and  ridicule  keeps  many  from  even  admiQng  to  themselves  that  they  could  be  good  at  divergent  thinking.    Quan)ty  first  Divergent  idea=on  creates  a  constant  flow  of  ideas,  no  maBer  how  good  or  bad  they  are  (and  without  even  a  thought  about  this),  with  the  knowledge  that  they  will  be  sorted  out  in  the  subsequent  convergent  ac=vity.    Basic  Rules:  -­‐  No  judgement  -­‐   Look  for  alterna=ves  -­‐  Associate  elements  -­‐  Dare  with  crazy  ideas  

Divergence  

Page 39: Ecosystems, new playground for design

The creative process

When  you  have  created  a  big  pile  of  ideas,  the  crea=ve  ac=vity  does  not  stop  there.  The  next  stage,  which  can  be  very  difficult,  seeks  to  thin  down  the  idea  set  into  a  very  small  set  of  ideas  (maybe  one)  that  will  be  taken  forward  for  further  development.    Judgement  and  Selec)onThis  approach  requires  skills  of  selec=on,  evalua=on  and  judgement  to  whiBle  down  the  list  to  the  most  useful  ideas.  In  this  process,  there  can  be  argument  and  debate  about  the  true  poten=al  of  ideas.    Retaining  crea)ve  seeds      A  danger  here  is  that  the  baby  gets  thrown  out  with  the  bathwater,  as  good  ideas  are  thrown  out  with  the  bad.  It  is  important  here  to  keep  a  balance,  and  the  divergent  thinkers  have  an  important  task  to  challenge  the  ejec=on  of  any  ideas  that  may  have  serious  poten=al.    

Convergence  

Basic  Rules:  -­‐   Think  posi=vely  -­‐ Combine  ideas  -­‐ Be  aware  of  our  conserva=ve  mindset  -­‐ Ideas  belong  to  the  team  

Page 40: Ecosystems, new playground for design

How to facilitate a creative session

 •Organize  the  session  and  build  the  crea=ve  team    •Define  the  crea=ve  process    •Extra  informa=on  about  the  topic/problem…  

 -­‐  Facilitator  -­‐  Problem  owner    -­‐  Experts  in  the  topic  -­‐  Experts  in  analogies  -­‐  5-­‐10  people  -­‐  Some=mes  is  good  to  have  a  simultaneous  team  working  in  the  same  process  

Team  

Page 41: Ecosystems, new playground for design

The facilitator

•  The  facilitator  is  the  crea=ve  process  responsible,  not  the  content  responsible  

•  He/she  s=mulates,  mo=vates  and  encorages  the  process  and  the  team  

•  He/she  helps  with  analogies,  jokes  and  experiences  (not  to  solve  the  problem  but  to  help  in  the  process)  

•  The  knowledge  about  the  topic  helps  to  lead  the  crea=ve  process  

•  The  facilitator  is  inside  and  outside  the  process  at  the  same  =me,  without  losing  the  contact  with  the  team.    

•  He  shows  the  right  aQtude  to  the  par=cipants  

Page 42: Ecosystems, new playground for design

The participants

•  Willingness  to  help  in  the  process  

•  Use  your  own  experiences  

•  User  all  your  senses  to  ideate  

•  Make  space  to  the  rest  to  explore  

•  Create  good  atmosphere  

•  Use  stories  and  experiences  

•  Use  mistakes    

•  Let  yourself  be  surprised  

•  Sharing  is  fun  

•  Use  your  body  and  mind  

The  right  a`tude  to  ideate  

Page 43: Ecosystems, new playground for design

Preparation

•  The  facilitator  has  an  interview  with  the  problem  owner  in  order  to  get  the  right  insights.  

•  Create  the  crea=ve  team:  chose  the  right  par=cipants.    

•  Chose  theright  tecniques  for  the  process  (remember,  there  is  much  more  than  a  brainstorming)  

•  Generate  analogies  to  s=mulate  the  par=cipants  in  the  session.    

•  Use  physical  things  to  facilitate  the  process  (pictures,  music,  s=ckers,  toys…)  

•  Make  the  process  visual  (write  all  the  ideas,  draw,  use  colours,  big  papers….)  

•  Chose  the  right  place  for  the  idea=on.    

Page 44: Ecosystems, new playground for design

Planning

X-­‐Problem  orienta=on    1/2X  =me:    idea  genera=on:  divergence    1/2X  =me:    sum  up  of  ideas,  clustering…    1/2X  =me:  select  the  ideas    X-­‐=me  to  develop  the  ideas    Save  =me  to  think  about  the  implementa=on:  who,  how,  when,  where…  is  going  to  do  the  idea?      S=mate  the  total  =me  =...  

Divergent  and  convergent  ac=vi=es  do  not  go  well  together,  and  keeping  them  deliberately  separate  is  a  very  good  idea.  Thus  you  can  explain  the  principles  to  people  you  will  then  be  able  to  use  the  language,  saying  'excuse  me,  I  hear  convergence'  if  someone  starts  cri=cising  ideas  in  the  middle  of  a  divergent  session.  Likewise  in  convergent  sessions,  further  divergence  needs  to  be  carefully  managed.  It   is,  however,  more  important  to  keep  convergence  out  of  divergent  ac=vi=es,  as  people  easily  take  cri=cism  of  one  of  their  ideas  personally  and  may  just  clam  up  and  sit  back  if  they  feel  this  has  happened.    

The  right  planing  

Page 45: Ecosystems, new playground for design

Tools: Lotus Blossom TOOL:  lotus  blossom    

The  point  is  that  by  organizing  his  thinking  around  loosely-­‐connected  themes,  Darwin  expanded  his  thinking  by  inven=ng  alterna=ve  possibili=es  and  explana=ons  that,  otherwise,  may  have  been  ignored.  A  crea=ve-­‐thinking  technique  that  will  help  you  expand  your  thinking  in  a  similar  fashion  is  Lotus  Blossom,  which  was  originally  developed  by  Yasuo  Matsumura  of  Clover  Management  Research  in  Chiba  City,  Japan.  The  technique  helps  you  to  diagramma=cally  mimic  Darwin’s  thinking  strategy  by  organizing  your  thinking  around  significant  themes.  You  start  with  a  central  subject  and  expand  into  themes  and  sub-­‐themes,  each  with  separate  entry  points.  In  Lotus  Blossom,  the  petals  around  the  core  of  the  blossom  are  figura=vely  “peeled  back”  one  at  a  =me,  revealing  a  key  component  or  theme.  This  approach  is  pursued  in  ever-­‐widening  circles  un=l  the  subject  or  opportunity  is  comprehensively  explored.  The  cluster  of  themes  and  surrounding  ideas  and  applica=ons,  which  are  developed  in  one  way  or  another,  provide  several  different  alterna=ve  possibili=es.  The  guidelines  for  Lotus  Blossom  are:  

Lotus Blossom

1.  Write  the  central  problem  in  the  center  of  the  diagram.    2.    Write  the  significant  themes,  components  or  dimensions  of  your  subject  in  the  surrounding  circles  labeled  A  to  H  surrounding  the  central  theme.  List  The  op=mal  number  of  themes  for  a  manageable  diagram  is  between  six  and  eight.  If  you  have  more  than  eight,  make  addi=onal  diagrams.  Ask  ques=ons  like:  What  are  my  specific  objec=ves?  What  are  the  constants  in  my    problem?  If  my  subject  were  a  book,  what  would  the  chapter  headings  be?  What  are  the  dimensions  of  my  problem?    3.  Use  the  ideas  wriBen  in  the  circles  as  the  central  themes  for  the  surrounding  lotus  blossom  petals  or  boxes.  Thus,  the  idea  or  applica=on  you  wrote  in  Circle  A  would  become  the  central  theme  for  the  lower  middle  box  A.  It  now  becomes  the  basis  for  genera=ng  eight  new  ideas  or  applica=ons.    4.  Con=nue  the  process  un=l  the  lotus  blossom  diagram  is  completed.      

Page 46: Ecosystems, new playground for design

Tools:Five Ws and H

?  

?  

?  

?  

?  

?  Who    

What    

Where    

Why    

How    

When    

The  ‘Five  Ws  and  H’,  are  six  universal  ques=on  and  are  an  influen=al,  inspira=onal  and  imagina=ve  checklist.  The  technique  uses  basic  ques=ons  genera=ng  prompts.      The  ‘Five  Ws  and  H’,  are  six  universal  ques=on  and  are  an  influen=al,  inspira=onal  and  imagina=ve  checklist.  The  technique  uses  basic  ques=ons  genera=ng  prompts:  

 

Problem  

Page 47: Ecosystems, new playground for design

Tools: Scamper

.    

SCAMPER   technique   is   a   checklist   that   will   assist   in   thinking   of  changes  that  can  be  made  to  an  exis=ng  product  to  create  a  new  one.  These  changes  can  be  used  eather  as  direct  sugges=ons  of  change  or  as   star=ng   points   for   lateral   thinking.   SCAMPER   stands   for   the  following  seven  kinds  of  poten=al  product  changes:    S-­‐  SUBSTITUTE:  components,  materials,  people…  C-­‐   COMBINE:   mix.   Combine   with   other   assemblies   or   services,  integrate.  A-­‐  ADAPT:  Alter,  change  func)on,  use  part  of  another  element.  M-­‐   MODIFY:   Increase   or   reduce   in   scale,   change   shape,   modify  aSributes.  P-­‐  PUT  to  another  use  E-­‐   ELIMINATE:   Remove   elements,   simplify,   reduce   to   the   core  func)onality.  R-­‐  REVERSE:  Turn  inside  out  or  upside  down.  

Start  by   isola=ng   the  product  or   subject   that  will  be   the   focus.  Next  ask  the  seven  SCAMPER  topic  ques=ons  about  the  product  or  subject.  Con=nue  asking  “How  can…?”,  “  What  else….?”  “How  else….?”        

Page 48: Ecosystems, new playground for design

Imagine  how  a  superhero  would  tackel  the  problem    

How  does  she  like?  How  does  he  move?  How  does  she  feel?  

What  is  he  capable  of?  …  

 

 

Tools: Superheroes

Page 49: Ecosystems, new playground for design

Tools: Analogies

Direct  Analogy  

 

 

Starter Analogy  

Star=ng  from  some  aspect  in  the  problem,  one  looks  one  looks  for  

comparable  or  analogous  situa=ons.      

Professional Descrip)on  

Analogies  are  used  to  estrange  par=cipants  themselves  from  the  original  problem  statement  and  come  up  with  inspira=on  for  new  solu=ons  and  approaches.  These  analogies  can  take  a  number  of  forms.    

What  if  you  were  an  element  in  the  problem  

What  kind  of  situa=ons  in  the  nature  does  this  remind  me  of?  

Characterize  the  issue  in  two  words  which  are  each  other’s  opposites.  

Personal  Analogy    

Nature  Analogy  

 

Paradoxical  analogy  

Page 50: Ecosystems, new playground for design

Tools: Inverse Brainstorming

Ideate  how  to  make  something  

nega)ve  

Make  all  the  ingredients  posi)ve  

Ideate  on  top  of  the  last  ones  

Choose  the  best  ones  

The  inverse  Brainstorming  consist  on  thinking  on  the  opposite  you  want  to  achive.  Once  you  have  ideate  on  that,  playing  with  the  mind  you  turn  the  nega=ve  into  posi=ve  to  ideate  focusing  on  them  ,  it  is  helpful  to  choose  the  more  radical  ones  to  con=nue  idea=ng  on  top  of  them.    

Page 51: Ecosystems, new playground for design

Now  that  many  ideas  are  stored  it’s  =me  to  select  the  best  ones  to  prototype  easily  and  see  how  do  they  work.    

Define

Page 52: Ecosystems, new playground for design

Tools: Idea selection

Choosing the best ideas doesn’t mean that we are forgetting the rest. It is always good to have the idea box to keep the ideas we have generated for future situations. Idea selection matrix helps to the team to choose and to dialogue about the best ideas, the ones that are more incremental and the ones that are not feasible at the moment but could work in the future. TOOL:  COCD    

Page 53: Ecosystems, new playground for design

The method that will work is the idea you believe in

Page 54: Ecosystems, new playground for design

PROTOTYPING Time to put yourself hands on

E  

Page 55: Ecosystems, new playground for design

What do we prototype

   

ROLE  

   

LOOK  &  FEEL  

 

IMPLEMENTATION  

Create  a  pilot  trial  of  a  service  before  implemen=ng  it.    

User  test  of  interac=on  of  some  touchpoints  

Explana=on  of  the  way  the  service  works.  (video)  

When  we  prototype  we  have  to  look  at  three  layers  to  see  how  it  works.    

What  do  prototypes  prototype?  Sthephanie  Houde.    

Page 56: Ecosystems, new playground for design

Implementation Create a pilot trial of a service before implementing it.  The   importance  of  making   ideas  tangible   is  one  of  the  main  key  elements  of  Design  Thinking  process,   it  gives  us  the  place  to  test   if  our  ideas  work  well,  are  understandable,  ….    Key  elements  for  the  protyping:    -­‐  CHEAP:  You  don’t  need  to  spend  a  lot  of  money  in  materials.    -­‐  QUICK:  It  has  to  be  quick  to  test,  fail  oben  fail  soon.    

-­‐  UNDERSTANDABLE:  Everyone  understanding  the  process  in  order  to  have    more  insights,  

-­‐  USEFUL  FOR  TESTING  SOMETHING:  The  prototypes  are  made  to  prototype  something,  to  test,  to  measure….  The  concept,  the  service,  the  idea…    -­‐  NON-­‐FINISHED:  You  can/must  create  on  top  of  it.    

TOOL: test preparation

 

Page 57: Ecosystems, new playground for design

Different ways to prototype

Imagining  service  interac=ons  in  small  scale,  walking  throw    the  service  moment  

3D prototyping of services

Page 58: Ecosystems, new playground for design

Different ways to prototype

Rough  and  ready  prototypes  to  design  interfaces.  “Fail  early,  fail  oben.”  

Paper Prototype

Page 59: Ecosystems, new playground for design

Different ways to prototype

Ac=ng  out  scenarios  and  interac=ons  to  test,  ideate    or  represent  services  

Service Staging

Page 60: Ecosystems, new playground for design

Different ways to prototype

Crea=ng  an  similar  object  that  is  supports  the  tes=ng  of  the  concept.  

Physical mock-ups

Source:  Pinterest  

Page 61: Ecosystems, new playground for design

Different ways to prototype

Crea=ng  an  similar  object  that  is  supports  the  tes=ng  of  the  concept.  

Large scale service mock-ups

Page 62: Ecosystems, new playground for design

Look & feel User test of interaction of some touchpoints  As we have said before prototypes are made to prototype something, to see how it works, to test and to change if necessary. But, how can we get the right insight about what do we want to test? We can test many things: -  If the concepts solves the problem -  If the way of working of the service is understood and friendly. -  If all the elements of the service are coherent with all the service (aesthetically, conceptually…) -  If we have choose the right users. -  …

Page 63: Ecosystems, new playground for design

Tools for testing

Understanding  what    different  actors  of  the  service  give  and  take  is  a  key  element.    How  do  we  represent  the  intagible  exchange  of  value?      The  elements  of  the  system:  -­‐  Informa=on  exchange.  -­‐  Material  exchange  -­‐  Monetary  exchange  -­‐  Data  exchange  -­‐   ….  

Important!  Make  sure  that  everyone  takes  and  gives  something  otherwise  your  Product  Service  System  is  unbalanced  and  it  would  not  work.    

Product- Service system Map

Page 64: Ecosystems, new playground for design

Tools for testing

Looking  at  the  service  from  an  emo=onal  point  of  view  helps  to  design  for  emo=on.      In  order  to  give  the  best  solu=ons  we  need  to  go  deep  understanding  how    do  the  users  feel  .  This  helps  you  detect  if  the  emo=ons  are  what  you  expected  to  be.      Tips:  -­‐  What  happens?  (Ac=ons)  -­‐  How  do  you  feel?  (Emo=ons)  -­‐  Who  do  you  meet?  (Actors)  -­‐  How  does  interac=on  happen?  (Touchpoint)  -­‐  Don’t  forget  about  =me  and  space!  -­‐  Express  in  informa=on/material  flows.  -­‐  Careful  with  the  representa=on:  Colours,  Type  of  line,  

Arrows,  Icons,  LeBers…  

PSS emotional map & journey

TOOL: Journey and emotional map

 

Page 65: Ecosystems, new playground for design

Tools for testing

A  way  to  specify  and  detail  each  individual  aspect  of  a  service.  Thus  usually  involves  crea=ng  a  visual  schema=c  incorpora=ng  the  perspec=ves  of  both,  the  user,  the  service  provider  and  other  relevant  par=es  that  may  be  involved.    

PSS Blueprint

TOOL: Blueprint

 

Page 66: Ecosystems, new playground for design

Role Explanation of the way the service works  Storytelling  is  a  powerful  tool  to  make  things  understandable  and  connect  with  the  people  through  the  message  we  are  telling.      Key  elements  of  storytelling:      -­‐  Who  is  the  protagonist?  -­‐  What  is  his/her  problem?  -­‐  How  does  she/he  realize  that  she/he  has  a  problem?  (awareness)  -­‐  How  is  the  trip?  (the  service)  -­‐  How  does  the  transforma)on  of  the  protagonist  happen?    -­‐  Which  is  the  new  stage/situa)on?    

TOOL: Storytelling template

 

Page 67: Ecosystems, new playground for design

Social culture: MAKERS

The  maker   culture   is   a   contemporary   culture   or   subculture   represen=ng   a   technology-­‐based   extension   of   DIY   culture.   Typical  interests  enjoyed  by  the  maker  culture  include  engineering-­‐oriented  pursuits  such  aselectronics  ,  robo=cs,  3D  prin=ng  ,  and  the  use  o   CNC     tools,   as   well   as   more   tradi=onal   ac=vi=es   such   asmetalworking,   woodworking   ,   and   tradi=onal   arts   and   crabs.   The  subculture  stresses  new  and  unique  applica=ons  of  technologies  ,  and  encourages  inven=on  and  prototyping.  There  is  a  strong  focus  on  using  and  learning  prac=cal  skills  and  applying  them  crea=vely.      'Maker   culture'   emphasizes   learning-­‐through-­‐doing   (construc=vism)   in   a   social   environment.  Maker   culture   emphasizes   informal,  networked,   peer-­‐led,   and   shared   learning  mo=vated   by   fun   and   self-­‐fulfillment.  Maker   culture   encourages   novel   applica=ons   of  technologies,   and   the   explora=on  of   intersec=ons  between   tradi=onally   separate  domains   and  ways  of  working   including  metal-­‐working,  calligraphy,  film  making,  and  computer  programming.  Community  interac=on  and  knowledge  sharing  are  oben  mediated  through  networked  technologies,  with  websites  and  social  media  tools   forming  the  basis  of  knowledge  repositories  and  a  central  channel  for  informa=on  sharing  and  exchange  of  ideas,  and  focused  through  social  mee=ngs  in  shared  spaces  such  as  hackspaces.  Maker   culture   has   aBracted   the   interest   of   educators   concerned   about   students’   disengagement   from   STEM   subjects   (science,  technology,   engineering   and   mathema=cs)   in   formal   educa=onal   seQngs.   Maker   culture   is   seen   as   having   the   poten=al   to  contribute  to  a  more  par=cipatory  approach  and  create  new  pathways  into  topics  that  will  make  them  more  alive  and  relevant  to  learners.      

Wikipedia  

Prototyping: tool for constant learning  

Page 68: Ecosystems, new playground for design

Define Can  we  implement  successfully  this  project?  

Page 69: Ecosystems, new playground for design

Innovative Prototypes Once  you  have  created  your  prototype  answer  to  this  ques)ons  

Value  Proposi)on  

Revolu)onary  

Rela)ons  

Speed  

¿Which  is  the  value  proposal  we  are  offering?  (one  key  idea)  

¿How  this  idea  could  change  the  service?  

¿Which  is  the  role  of  the  different  actors  to  make  the  experience  posi=ve?  

¿How  fast  can  we  implement  this  concept  and  where?  

Adapted  from  Presencing  InsLtute´s  work  by  Manish  Srivastava    

Page 70: Ecosystems, new playground for design

Nothing is a mistake There is no win and no fail.

There is only MAKE –  John  Cage  

Page 71: Ecosystems, new playground for design

Make things happen E   IMPLEMENTATION

Page 72: Ecosystems, new playground for design

We have done a great journey so far, it’s about time to make it happen and jump!

Page 73: Ecosystems, new playground for design

From  needs  explora=on  to  idea=on  and  prototyping  we  have  made  a   journey   to   look   around   and   create   value   to   our   customers   and  users.    How  do  we   communicate   this   value   to   our   customers   to  make   it    economically   sustainable?   Which   is   the   value   exchange   we   are  defining  in  this  new  concept  idea?  Which  is  the  business  model  of  our  new  Product  Service  System?    

These   are   some   ques=ons   we   have   to   answer   in   order   to  implement  successfully  our  idea.    Business  models  enable(new)  products  and  technologies  and  help  solve  (en)rely  new)  customer  problems    

Time to go deep in our business strategy

Page 74: Ecosystems, new playground for design

Alex  Osterwalder    Business  Innova=on  Canvas  method  

Business Model Generation

to  describe,  challenge,  design  and  invent  business  models    more  systema=cally  

Page 75: Ecosystems, new playground for design

Business Model Canvas

TOOL: Business Model Canvas

 

Page 76: Ecosystems, new playground for design

BMC: Customer Segment

Who  are  our  main  customers?  Why?  For  whom  are  we  crea)ng  value?  -­‐  Mass  Market  -­‐  Niche  Market  -­‐  Segmented  -­‐  Diversified  -­‐  Mul)-­‐sided  pladorms  

Page 77: Ecosystems, new playground for design

BMC: Value Proposition

Which  one  of  our  customer’s  problems  are  we  helping  to  solve?  

-­‐  Newness  -­‐  Performance  -­‐  Customiza=on  -­‐  GeQng  the  job  

done  

-­‐  Design  -­‐  Brand  status  -­‐  Price  -­‐  Cost  reduc=on  

-­‐  Risk  reduc=on  -­‐  Accesibility  -­‐  Convenience/

usability  

Page 78: Ecosystems, new playground for design

BMC: Distribution and communication channels

Through  which  channels  do  our  customer  segments  want  to  be  reached?  Which  are  the  best  ones?  How  are  we  integra)ng  them  with  customer  rou)nes?    

Awareness   Evalua)on   Purchase   Delivery   ARer  sales  

Page 79: Ecosystems, new playground for design

BMC: Customer relationships

What  type  of  rela)onship  does  each  of  our  customer  segments  expect  us  to  establish  and  maintain  with  them?  Which  ones  have  we  established?  How  costly  are  they?    

-­‐  Personal  assistance  -­‐  Dedicated  personal  

assistance  -­‐  Self-­‐service  -­‐  Automated  services  

-­‐  Communi=es  -­‐  Co-­‐crea=on  

Page 80: Ecosystems, new playground for design

BMC: Revenue streams

For  what  value  are  our  customers  really  willing  to  pay?  For  what  do  they  currently  pay?  How  are  they  currently  paying?  How  would  they  prefer  to  pay?    

-­‐  Asset  sale  -­‐  Usage  fee  -­‐  Subscrip=on  fees  -­‐  Lending/Ren=ng/

Leasing  

-­‐  Licensing  -­‐  Adver=sing  

Page 81: Ecosystems, new playground for design

BMC: Key resources

What  key  resources  do  our  Value  Proposi)on  require?  Our  dis)bu)on  channels?  Customer  rela)onshiops?  Revenue  Streams?  

-­‐  Physical  -­‐  Intellectual  -­‐  Human  -­‐  Financial  

Page 82: Ecosystems, new playground for design

BMC: Key activities

What  key  ac)vi)es  do  our  Value  Proposi)ons  require?  Our  distribu)on  Channels?  Customer  Rela)onships?  Revenue  Streams?  

-­‐  Produc=on  -­‐  Problem  solving  -­‐  Playorm/Network  

Page 83: Ecosystems, new playground for design

BMC: Key partnerships

Who  are  our  key  partners?  Who  are  our  key  suppliers?  Which  key  Resources  are  we  acquiring  from  partners?  Which  key  ac)vi)es  do  partners  perform?  

-­‐  Op=miza=on  and  economy  of  scale  -­‐  Reduc=on  of  risk  and  uncertainty  -­‐  Acquisi=on  of  par=cular  resources  and  ac=vi=es  

Page 84: Ecosystems, new playground for design

BMC: Cost structure

What  are  the  most  important  costs  inherent  in  our  business  model?  Which  key  resources  are  most  expensive?  Which  key  ac)vi)es  are  most  expensive?  

-­‐  Cost-­‐driven  -­‐  Value  driven  -­‐  Fixed  costs  -­‐  Variable  costs  -­‐  Economies  of  scale  -­‐  Economies  of  scope  

Page 85: Ecosystems, new playground for design

Value Proposition Canvas

Value   Proposi=on   Design   is   about   applying   tools   to   the  messy  search  for  value  proposi=ons  that  customers  want  and   then   keeping   them   aligned   with   what   customers  want  in  Post-­‐search.      Value   Proposi=on   Canvas   helps   you   to   design     and   test  great   value   proposi=ons   in   an   itera=ve   search   for   what  

customers  want.  This   is  a  never  ending  process   in  which  you  need  to  evolve  your  value  proposi=on(s)    constantly  to  keep  it  relevant  to  customers.           TOOL: Value Propostion Canvas

 

Page 86: Ecosystems, new playground for design

Some examples: Google

Page 87: Ecosystems, new playground for design

Some examples: Skype

Page 88: Ecosystems, new playground for design

It is a good tool for ideation

Think of different possible scenarios and test  

 

Page 89: Ecosystems, new playground for design

Lead users

Innovators Early adopters

Percentage  

Characteris)cs    

 

Category Early majority Late majority Laggards

2,5

-  Venturesome -  Interested in new ideas

-  Convey ideas of innovations to others

-  Greatest degree of opinion leadership

-  Deliberate -  Adopt new

innovations just before the average member of a system.

-  Skeptical -  Adopt new ideas

just after the average member of a system

-  Traditional -  Suspicious of

innovations -  Last to adopt an

innovation -  Not opinion leaders

Number of adopters

Time

13,5 34 34 16

Innova)ons  adop)on  curve  

Page 90: Ecosystems, new playground for design

Lean Canvas

Lean   Canvas   is   based   in   Business  Model   Canvas,   nevertheless   it   is  more  focused  on  a  quick  view    and  it  is  a  good  tool  for  documen=ng  your  hypothesis.    

   

TOOL: Lean Canvas

 

Page 91: Ecosystems, new playground for design

Experience Economy

Everyone  seem  to  be  concerned  about  what  do  the  customers  really  value,  why  do  they  buy  our  products  or  services  and  what  can  we  do  to  make   them  happy  or   aBract  new  customers.  Many   theories   and  tools  are  designed  day  by  day  to  find  out  which  are  the  elements  that  make   the  companies  special,  and  what  can   they  do   to   increase   this  value  proposi=on.      From  the  last  decade  many  papers  have  been  wriBen  going  deep  into  Experience     Economy,   understanding   how   to   design   an   experience  and  trying  to  visualize  the  key  elements  for  a  meaningful  experience.        Pine   and   Gilmore   reflect   deeply   into   this   topic   in   their   book   The  Experience  Economy,  how  the  cultural  and  social  trends  are  evolving  into  something  more  intangible  not  only  according  to  the  service  but  also   taking   into   account   the   experience   the   user  wants   to   live,   the  story  the  company  wants  to  tell.        In   the   already   popular   graphic   they   show   the   evolu=on   from  commodity  to  experience,  going  stage  by  stage  through  product  and  service.   They   conclude   explaining   how   designing   an   experience   for  your   customers   can   differen=ate   you   from   your   compe=tors   and  offer  a  premium  service.    

Experience Economy -Pine &Gilmore-

Page 92: Ecosystems, new playground for design

It  is  about  trying  and  failing  and  trying  again,  prac=cing  you  will  learn  how  to  create  beBer  Business  Models  and  Value  Proposals.  

Solution

Page 93: Ecosystems, new playground for design

It’s time to jump

Page 94: Ecosystems, new playground for design

Conclusions: The process is iterative

Explora)on   Idea)on  

Prototyping  Implementa)on  

While  there  is  a  general  sequence  to  innova=on,  in  reality  the  process  is    never  as  smooth  as  this  framework    indicates.  In  actuality,  teams  need  to    master  each  phase,  as  well  as  how  to    move  from  each  phase  to  another.  They    will  need  to  be  able  to  toggle  between  all    ac=vi=es  at  a  moment’s  no=ce.  The    ability  to  do  this  well  is  a  life=me  pursuit    and  requires  ongoing  support,    mentorship,  and  above  all,  experience.  

Explora)on   Idea)on  

Prototyping  Implementa)on  

Page 95: Ecosystems, new playground for design

Conclusions Learning  about  Design  on  a  company  transforma=on  process  is  not  a  coincidence  but  a  decision  based  on  the  total  believe  that  this  process  serves  as  a  boost  for  innova=on  to  achieve  greater  results.      Design  is  about:  Improve  everyday  life  of  people  crea=ng  together.    Design  is  a  behaviour  ,  not  a  department.  The  aim  is  not  to  set  an  innova=on  protocol  but  to  train  all  the  people  in  the  company  to  think  and  act  from  a  Human  Centered  approach.  The  design  field  has  evolved  a  lot  during  last  years.  Some  years  ago  it  was  focused    on  “doing  things  right”.  Taking  care  of  form  and  func=on  of  objects.  Nowadays  the  focus  is  not  only  that  but  also  “doing  the  right  things”,  which  has  broaden  the  field  a  lot.  Design  is  Strategy,  Design  is  Business,  Design  is  Emo=ons  and  Design  is  Impact.  So  we  must  design  the  best  organiza=on  that  support  the  transforma=on  of  people  who  will  transform  the  world.      In  an  environment  on  which  people  can  experiment  applying  theory  into  prac=ce,  learning  will  arise  based  on  the  experience  of  the  people  working  and  interac=ng  with  design  thinking  approach  and  tools.      The  following  are  the  main  elements  of  that  environment:    Meaningful  purpose:  Project  and  design  scope  Designers  need  a  challenge,  an  objec=ve,  a  problem  or  star=ng  point  to  base  their  work  on.  As  we  want  to  design  for  the  beBer  we  must  understand  for  whom  we  are  designing  for,  the  needs  and/or  aspira=ons  of  those  people,  what  moves  them  and  where  is  the  poten=al  to  make  some  posi=ve  impact.  This  is  why  explora=on  is  the  first  and  there  is  a  lot  of  =me  spent  on  it.    Team  to  learn  with  The  team  is  to  space  to  learn  faster  and  where  the  responsibility  of  genera=ng  results  lies.  The  team  leads  the  project  and  leads  the  learning  process.  Team  members  are  the  ones  understanding,  proposing,  ac=ng,  tes=ng  and  implemen=ng.  Team  is  the  learning  vehicle.    We  want  results  The  learning  is  validated  by  the  sa=sfac=on  of  the  users,  the  clients,  the  peers  and  the  orienta=on  is  not  on  acquiring  knowledge  but  the  ability  to  put  it  in  prac=ce.  Design  Doing  is  the  objec=ve.    

Page 96: Ecosystems, new playground for design

 Co-­‐crea)on  is  the  only  way  Design  approach  is  learned  among  people,  on  on-­‐line  communi=es,  in  conversa=on  with  poten=al  customers,  tes=ng  with  users,  competence...  The  more  we  involve  different  agents  on  the  process,  the  beBer  the  impact  and  faster  the  learning.    A  map  and  a  compass  People  in  the  company  need  a  mentorship  in  the  process,  explana=ons,  tools,  challenges  to  guide  the  process  and  constant  feedback  in  the  ac=on.  They  will  learn  from  reflec=ng  about  the  ac=on  and  ac=ng  differently  again.        This  does  not  mean  that  people  are  becoming  designers.  They  will  have  an  idea  of  what  the  whole  process  is,  they  will  understand  the  language,  they  will  adapt  and  create  new  tools  they  will  start  enjoying  the  beauty  of  it.  But  there  is  much  more  than  that  on  being  a  designer.  We  will  always  need  specialized  product  designers,  graphic  designers  specialized  people  to  actually  design  final  defini=on  and  produce  the  tangible  elements  that  are  part  of  the  product-­‐service-­‐systems.  

Page 97: Ecosystems, new playground for design

Bibliography A.Osterwalder  &  Yves  Pigneur,  “Business  Model  Genera=on”      “DesignThinking  offers  the  next  big  advantage  for  business”,  hBp://rgddesignthinkers.word-­‐  press.com,  Nov  2010.    “Driving  the  crea=ve  process  forward”,  hBp://rgddesignthinkers.wordpress.com,  Nov  2010.    “The  Power  of  Design”,  Bloomberg  Businessweek  Magazine,  2004      J.  Roos,  B.  Victor,  LEGO  Serious  Play    T.  Brown,  “Design  Thinking”,  Harvard  Business  Review,  Jun  2008.    (MEPSS-­‐Methodology  for  Product  Services  Systems,  hBp://www.mepss.nl)    Ries,  Eric.  “Lean  Start  Up”    Kelley,  David  and  Tom.  “Crea=ve  Confidence”    “This  is  Service  Design  Thinking”    Gilmore  and  Pine,  “The  Experience  Economy”    Brown,  Gray.  “Gamestorming”    Change  by  Design.  Tim  Brown        

Page 98: Ecosystems, new playground for design

Iñigo Blanco Business  Innovation  Director  

Irune Gonzalez Design  Director  

•  Business Strategy •  Organizational Design

[email protected]

Eneko Izquierdo Business  Strategy  Director  

•  Communication Design •  Creative and Art direction

[email protected]

Olatz Ibarretxe Creative  Director  

•  Product and Service Design •  Social Innovation

[email protected]

•  International Business •  Collaborative Network

[email protected]

DOT: who are we

Page 99: Ecosystems, new playground for design

www.feeldot.com


Recommended