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Design Thinking for Business Strategy - Lecture at the Chicago GSB New Product Development class
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Date: January 25th, 2007
Harsh Jawharkar
University of Chicago –Graduate School of Business
Design Thinking for Business Strategy
2January 2007
Background
� Management Consultant – A.T. Kearney
� Previously …
• IDEO – Service Innovation & Human Factors
• HSBC – Consumer Insights & Experience Modeling
• Sapient – User Experience Modeling
• IPM – Management Consulting
� Interests –
• Service and product innovation models
• Business strategies driven by a design-thinking mindset
Harsh Jawharkar (GSB ’06) http://www.linkedin.com/in/harsh
3January 2007
Innovation … Buzzword, Fad, or Bellwether?
innovation
Main Entry: in·no·va·tionPronunciation: "i-n&-'vA-sh&n
Function: noun
1 : the introduction of something new
2 : a new idea, method, or device : NOVELTY
Thesaurus:something (as a device) created for the first time through the use of the imagination
-- see INVENTION
buzzword
Main Entry: buzz·wordPronunciation: 'b&z-"w&rd
Function: noun
1 : an important-sounding usually technical word or phrase often of little meaning used chiefly to impress laymen
2 : a voguish word or phrase -- called also buzz phrase
Thesaurus:stock phrases that have become nonsense through endless repetition
-- see hokum, nonsense, bunk
Source: Merriam-Webster Online, thefreedictionary
Innovation is a process … not an approach
4January 2007
The BusinessWeek effect … is it like the Sports Illustrated cover jinx?
5January 2007
Innovation is catalyzed by an opportunity to close the gap
� Left BrainSequentialRationalAnalyticalObjectiveLooks at parts
� Right BrainIntuitiveHolisticSynthesizingSubjectiveLooks at wholes
� Skillsets
• Linear
• Data driven
• Outcome oriented
• Focused on the ‘end’
� Skillsets
• Empathic
• Observation driven
• Experience oriented
• Focused on the ‘journey’
OPPORTUNITY
6January 2007
Design thinking is an attitude, an approach – a mindset
Inside Out – Traditional Mindset Outside In – Design Mindset
Consumers
Front-line Personnel
Operations
Sales & Marketing
Customer Service
C – Level
Consumers
Front-line Personnel
Operations
Sales & Marketing
Customer Service
C – Level
A design mindset is critical to successfully solving or creating
7January 2007
Design firms currently occupy a less demanding space on the value chain, thereby decreasing their leverage in corporate boardrooms
ValueStimuli Ideate Conceptualize Validate Operationalize
• Stimuli derived from:
• Existing business offerings
• Perceived demand for offerings
• Market dynamics
• Competitive forces
• Ideation requires:
• Suspension of disbelief
• Ability to cross-pollinate
• Faith in disruptive technologies
• Conceptualization requires:
• Observation & Empathy
• Identifying heuristics
• Experiential modeling
• Visualizing a story or scenarios
• Validation requires:
• Prototyping the offerings
• Metrics and measurability
• Assessment of capabilities and competitive forces
• Operationlization requires:
• A data driven approach
• Tactical and organizational mindset
• Attitudes geared towards measurable outcomes
Design Firms
Management Consulting Firms
People
$$$
Change Management
8January 2007
Design firms are attempting to develop operational capabilities
IDEO
Design Focus
Business Focus
Source: Jess McMullin, bplusd.org
McKinsey
A.T. Kearney
BCGBain
Booz Allen
Monitor
Strategos
Mercer
frog
ZIBA Continuum
Cheskin
Method
Smart Design Jump
Herbst Lazar Bell
Astro
Lunar
Sapient
razorfish
Organic
Agency.com
Fitch
Desired Skill-set and
PositioningSonicRim
9January 2007
What can design-thinking do for you?
10January 2007
What else can design-thinking do for you?
11January 2007
Elements of design thinking
� Observation
� Empathy
� Ideation
� Conceptualization (Storytelling, Modeling)
� Prototyping
� Being T-Shaped
12January 2007
Observation
Ethnographic Techniques
• EthnographyObserving people in their natural environments
• Behavioral MappingPhotographing people within a space, such as a hospital waiting room, over two or three days.
• Consumer JourneyKeeping track of all the interactions a consumer has with a product, service, or space.
• Camera JournalsAsking consumers to keep visual diaries of their activities and impressions relating to a product.
• StorytellingPrompting people to tell personal stories about their consumer experiences.
13January 2007
Empathy
1. Moderately protected
2. Easily accessible
3. Staging area for major objects
1 2 3
Simulated - this is not a test participant's desk
14January 2007
Ideation
Brainstorming
• Defer judgment
• Build on the ideas of others
• Encourage wild ideas
• Go for quantity.100 ideas in 60 minutes
• Be visual
• Stay focused
• One conversation
15January 2007
Conceptualization (Building a Behavioral Model)
Deposit Checks
Review Statements
Pay Bills Transfer Funds
Shop for Deposit Products
Shop for Credit Cards
Shop for Loans & LoC's
Apply for Deposit Products
Apply for Credit Cards
Apply for Loans & LoC's
Shop for Service products
Apply for Service products
HIGH
Deposit Checks
Review Statements
Pay Bills Transfer Funds
Shop for Deposit Products
Shop for Credit Cards
Shop for Loans & LoC's
Apply for Deposit Products
Apply for Credit Cards Apply for
Loans & LoC's
Shop for Service products
Apply for Service products
RETAIL
The Bridge
Entrepreneurs are credit hungry and
this is the point of reference they
seek in terms of business legitimacy
and sustainability.
Sometimes Online & Often Offline Mostly Offline Almost Always Offline
Need to transform into
online conducive activities
COMMERCIAL
LOWTime to Make DecisionsNeed to Validate Decision
The Need for :Need to Protect Privacy (Security)Level of Complexity & Paperwork
Clear Path & ChoicesSimple PresentationUsable Experience
Entrepreneurs
inherit behaviors
from their
Personal Banking
experiences
ENVIRONMENTS
Checking
Savings
Credit Card
Line of Credit
Loan
Insurance
Retirement
Employee Benefit
Low Touch High Touch
Commodity Differentiated
Fast Decision Slow Decision
CORE PRODUCT BUNDLE GROWTH
PRODUCT BUNDLE
Price Parity Negotiable
Infancy Adolescence Maturity
16January 2007
Prototyping (Test and Validate)
OR
But which way is up ? Is that a button or not?
0, 1, 2, 5, 6, 8, 9 - all digits look identical upside down
Most people were unable to identify how to hold the device.
17January 2007
Being T-Shaped
Source: Creative Generalist blog, Steve Hardy
Thinking Linking Doing
� Observing
� Empathizing
� Divergent thinking
� Brainstorming
� Matchmaking
� Cross-pollinating
� Synthesizing
� Facilitating
� Executing
� Implementing
� Specializing
18January 2007
Design-thinking Frameworks
USERS
ACTIVITIESare goal directed sets of actions-things which people want to accomplish
OBJECTS
are building blocks of the environment, key elements sometimes put to complex or unintended uses, changing their function, meaning and context
ENVIRONMENTS
include the entire arena where activities take place
INTERACTIONS
are between a person and someone or something else, and are the building blocks of activities
Source: 1. User Insight Tool, Vijay Kumar2. Ethnography in the field of design, Christina Wasson
ALTERNATIVES:
� POEMS –
• People
• Objects
• Environments
• Messages
• Services
� Experiential Framework1:
• Physical (e.g. small vs. big)
• Cognitive (e.g. understandable vs. confusing)
• Social (e.g. informal vs. formal)
• Cultural (e.g. acceptable vs. problematic, or shared vs. conflict)
• Emotional (e.g. bored vs. engaged, or anxious vs. calm)
19January 2007
Anatomy of a design firm
� About IDEO
• Pronounced “Eye-dee-oh”
• 500 designers
• HQ in Palo Alto
• Offices in San Francisco, Chicago, Boston, London, Munich, and Shanghai
• CEO – Tim Brown
• Cofounders – David Kelley (Stanford) and Bill Moggridge
• Notable concepts –
– The first mouse
– Palm V
– Handspring Treo
20January 2007
Environment
� Informal
� Customizable
� Stimulating
� Collaborative
OFFICE
21January 2007
People
� Eclectic
� Unusual
� Diverse
� Right-brained
22January 2007
Capabilities
� Product Design
� Service & Environment Design
� Human Factors
� Industrial Design and Engineering
� Interface Design
23January 2007
Innovation requires going beyond the realm of ‘pushing’ products
Products(Attributes)
Experiences(Consequences)
Lifestyles(Values)
Wal-mart
X Bank
X Grocery Store
The Gap
Trader Joe’s
Target
JetBlue
Commerce Bank
Apple
Whole Foods
Starbucks
TiVo
Blackberry
Harley Davidson
IKEA
Volkswagen
In ‘n Out Burger
Zara
Toyota
Dunkin Donuts
Samsung
24January 2007
Windows Mobile vs. the potential iPhone
Widgets
Music/Video
Browser
Maps
Camera
SMS
FEATURE
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A collection of features does not ensure successful innovation
25January 2007
Wal-mart vs. Trader Joe’s
26January 2007
Project Examples
� Large Healthcare Insurer
• How do we engage our customers to take ownership of their health?
• Is there a mutually beneficial way to reduce healthcare costs?
� Large consumer goods manufacturer – China strategy
• How do we re-launch our car care business in China?
• What options can we generate to create services based on our products?
� Largest service employees union in North America
• How do we motivate our base?
• Can we reignite the grassroots movement?
� HSBC Commercial Banking study
• Should we develop and launch this idea?
• How receptive (or not) will consumers be?
• What are the impacts to our brand?
27January 2007
Case in Point – The Gap
� Background
• Opened in the summer of ’69 in San Francisco
• More than 3000 stores and $16 B in revenues
• Profit margins (6.5%) – half of industry average
• Same-store sales are 8% lower (Dec 2005-2006)
• Healthy Banana, sinking Navy, wider Gap
• Called Goldman Sachs to “explore all options”
� How would you approach this?
• Traditional vs. Design Thinking
28January 2007
Traditional Approach
Revenues
• Pricing pressure
• Volumes
• Penetration
• Purchase frequency
• Transaction size
• Transaction value
• Product mix
• Customer mix & segmentation
Costs
• Fixed real-estate footprint
• Size of stores
• Portfolio rationalization (Gap, Banana, Old Navy)
• Variable labor costs
• Material costs and sourcing strategies
• Generate hypotheses
• Define data requirements
• Gather and organize data
• Analyze data to identify key issues
29January 2007
Design-thinking Approach
OBJECTS
ENVIRONMENTS
INTERACTIONS
USERS
ACTIVITIES
� Environments, Interactions, & Objects
• How do you plan a trip to The Gap?
• Is it scheduled or impulsive?
• What’s the trail between the desire and the purchase?
– Is it direct or does it involve browsing?
– Should it be accelerated or indulged?
• How do users interact within the store?
– With the merchandise?
– With other shoppers, store personnel?
– With stimuli (light, sound, sense, smell)?
� Users & Activities
• Who wants to shop at The Gap?
– Why?
• When would you go to The Gap?
– Why?
• What would trigger a trip?
– How?
– Who else is involved?
– Who influences this desire? Why?
30January 2007
Resources
� My Google Reader ‘Design’ Feed can be accessed from –
• http://harshlogic.blogspot.com
� Comprised of the following blogs –
• Brand Autopsy
• Influx Insights
• Nussbaum On Design
• Putting People First
• Seth’s Blog
• CPH127
• Core 77