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This is my presentation from the AIGA Head Heart Hand conference on October 11, 2013.
THE ART OF STRATEGY
Nathan ShedroffCalifornia College of the Artsdesignmba.org
(or: What I learned in business school)
M A K E I T S O Interaction Design Lessons from Science Fiction
b y N AT H A N S H E DR OF F & C H R I S TOP H E R NOE S S E L
foreword by Bruce Sterling
Many designers enjoy the interfaces seen in science fiction films
and television shows. Freed from the rigorous constraints of designing
for real users, sci-fi production designers develop blue-sky interfaces
that are inspiring, humorous, and even instructive. By carefully studying
these “outsider” user interfaces, designers can derive lessons that make
their real-world designs more cutting edge and successful.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and informative book on how interaction design in sci-fi movies informs interaction design in the real world. . . . You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinatinginvestigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s machine interfaces.”
ANNALEE NEWITZEditor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain.”
MARK COLERANVisual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICECEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SOwww.rosenfeldmedia.com/books/science-fiction-interface/
MAK
E IT SO
by NATH
AN SH
EDR
OFF &
CHR
ISTOPH
ER N
OESSEL
Experience Design 1.1a manifesto for the design of experiences
by Nathan Shedroff
product taxonomies 16
user behavior 116
100 years 22
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
product taxonomies 16
user behavior 116
experiences 4
experience taxonomies 10
100 years 22
wisdom 54
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96navigation 84
Design Strategy in ActionEdited by Nathan Shedroff
A publication from the MBA in Design Strategy programCalifornia College of the Arts
2011
2008 Edition
Dictionary ofSustainable Management
MBA IN DESIGN STRATEGYMBA IN STRATEGIC FORESIGHTMBA IN PUBLIC POLICY DESIGN
WHERE IS “DESIGN” ON THE BALANCE SHEET?
ASSET
LIABILITY
OWNER’S EQUITY
WHERE IS “DESIGN” ON THE BALANCE SHEET?
ASSET
LIABILITY
OWNER’S EQUITY
STRATEGY
Strategy
(Greek “στρατηγία”—stratēgia, “art of troop leader; office of general, command, generalship”[1])is a high level plan to achieve one or more goals under conditions of uncertainty.
Strategy is also about attaining and maintaining a position of advantage over adversaries through the successive exploitation of known or emergent possibilities rather than committing to any specific fixed plan designed at the outset.
—Wikipedia
“a pattern in a stream of decisions”
— Henry Mintzberg of McGill University
Strategic management analyzes the major initiatives taken by a company’s top management on behalf of owners, involving resources and performance in internal and external environments.[1] It entails specifying the organization’s mission, vision and objectives, developing policies and plans, often in terms of projects and programs, which are designed to achieve these objectives, and then allocating resources to implement the policies and plans, projects and programs. A balanced scorecard is often used to evaluate the overall performance of the business and its progress towards objectives. Recent studies and leading management theorists have advocated that strategy needs to start with stakeholders expectations and use a modified balanced scorecard which includes all stakeholders.
Strategic management analyzes the major initiatives taken by a company’s top management on behalf of owners, involving resources and performance in internal and external environments.[1] It entails specifying the organization’s mission, vision and objectives, developing policies and plans, often in terms of projects and programs, which are designed to achieve these objectives, and then allocating resources to implement the policies and plans, projects and programs.
STRATEGY ISA HIGH-LEVEL PLAN
(FOR ACTION)
“DESIGN ISA PLAN FOR ACTION”
Charles Eames
STRATEGY ISABOUT CONTEXT
TACTIC
STRATEGY
TACTIC
Usability/LegibilityAesthetics
STRATEGY
TACTIC
Usability/LegibilityAesthetics
STRATEGY
Experience
TACTICOperational Effectiveness & Productivity
Products & Services (Offerings)Features/Performance
Price
STRATEGYIntent, Goals, Mission, Vision, & Culture
SystemsStakeholders (employees, investors, media,
communities, etc.)
TACTICHow to make, deliver, and support the best
<offering> possible
STRATEGYWhat we should be in the business of
(to begin with)
TACTICHow to make, deliver, and support the best
<offering> possible
STRATEGYWhat we should be in the business of
(to begin with)
THE ORGANIZATION
THE PRODUCTS
EXPERIENCE CREATES VALUE
EXPERIENCE CREATES VALUE
EXPERIENCE CREATES VALUE
EXPERIENCE CREATES VALUE
BUSINESS MODELS ARE DESIGNABLE
A B C
A B C
3 4 5
F F2 F8
D
6
G
1
2
E
101 44 89 10616
H1 H2 L NH
You’re holding a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow’s enterprises. It’s a book for the…
written byAlexander Osterwalder & Yves Pigneur
co-created byAn amazing crowd of 470 practitioners from 45 countries
designed byAlan Smith, The Movement
} 44The Business Model Canvas
Cost Structure
Key Partners
Key Resources
Channels
Key Activities
Value Proposition
Customer Relationships
CustomerSegments
Revenue Streams
www.businessmodelgeneration.com
www.cca.edu/academics/graduate/design-mba/open
DELIVERYRESOURCES
OFFERPRODUCTIONORGANIZATIONDESIGN
NETWORK/STAKEHOLDERSFINANCE
INTENT
EXPERIENCE
BRAND
VALUE
VALUE
INTENT
EXPERIENCE
OFFER
DELIVERY
PRODUCTION
RESOURCES
NETWORK/STAKEHOLDERSFINANCE
ORGANIZATIONDESIGN
VALUE NEEDS
www.cca.edu/academics/graduate/design-mba/open
TACTICS/IMPLEMENTATION(INDUSTRY CONTEXT)
CUSTOMER(MARKET CONTEXT)
STRATEGY(VISION)
CUSTOMER (MARKET CONTEXT):
NEEDS• What are the customers unmet needs?• What are their challenges?• What do they find meaningful?• What are their values?• What affects their emotions?• What are their functional and performance requirements?• What are they willing to pay for?
:
NETWORK/STAKEHOLDERS• Who is in our network (Stakeholders: Supporters,
Suppliers, Partners, Customers—and theirCustomers, Media, Community, etc.)?
• How do we manage, maintain,and grow our networks?
• Who are our competitors?• Who will resist our success?
:
PRODUCTION• How do we produce it?• Where do we produce it?• Do we have unique production expertise?• What do we already produce?• What do others produce?• What are the strengths, weaknesses, and risks
in our supply chain?
:
RESOURCES• What are our key resources (materials,
processes, people, IP, policies)?• Which are we more reliant on?• Do we have the right mix?• Do we have access to key materials?
:
DELIVERY• Do we deliver our offer directly or through a
third party (retail, wholesale, private label)?• How do we sell to customers?• Are our channels competing or complementary?• How do we fulfilll orders?
ORGANIZATION DESIGN• How does the structure enhance the organization’s
business model?• How does information flow?• How does the culture support the business model,
offerings, and delivery?• How integral are various functions (marketing, sales,
internal and external communications, HR, research,governance, IT, QA, legal, etc.)?
• How do the rewards and incentives support thebusiness model?
• How are internal decisions made?
EXTERNAL(M
ARKETCO
NTEXT)
EMERGENT ATTRIBUTES:
VALUEValue emerges as a result of the activities andofferingss an organization provides to customersand partners in the context of its markets andindustries. It should be measured not only infinancial terms but also social and ecological.
:
BRANDAn organization’s brand emerges as a result ofthe sum of its activities. This includes theexperience it creates for customers and otherstakeholders as well as the strength andconsistency of its internal messaging toemployees and partners (who form the basis ofcontact with customers).
PATHWAYS:
RESEARCHResearch encompasses a variety of quantitativeand qualitative techniques to gather insight anddata from each area (in appropriate ways):• Who are our customers?• What are their needs?• How do we meet them?• What do they respond to?
:
COMMUNICATIONCommunication encompasses both internaland external messaging.• What are our communication channels?• Who needs to know (internally)?• Who needs to know (externally)?• What are our messages?
:
INTENT• What are our organizational goals & values?• How are these different in the market?• What’s our vision for the future?• What’s our mission?
:
OFFER• What is it we offer (Product, Service, Event,
Space, Policy)?• What customer insights define our offer?• What benefits do we offer customers?• Why do people value our offers?• What do our competitors offer?• What are the offer attributes (performance,
convenience, newness, customization etc.)?
:
EXPERIENCE• How, where, and when do customers want to be reached?• How do customer’s rate our offer’s experience?• What about those of our competitors?• What about others who experience it?• What is the customer delivery ecosystem like?• Is the experience customized or personalized?• Is the experience new or unique?• How are they served?• What communities are they a part of?• Are these adequate?• Do customers co-create the experience?
ORGANIZATION (INDUSTRY CONTEXT):
NEEDS• What are the customers unmet needs?• What are their challenges?• What do they find meaningful?• What are their values?• What affects their emotions?• What are their functional and performance requirements?• What are they willing to pay for?
FINANCE• How is the business funded?• Is it cost or value-driven?• Which costs are fixed and variable?• Are there economies of scale or scope?• What are the revenue streams?• How and where does money flow?• What is profit contingent upon?• Where is done with profit?• Is the organization supported via revenue,
investment, or other (like charity)?
© 2011 Bert Aldrigde, Susan Worthman, and Nathan ShedroffCCA LEADING BY DESIGN FELLOWS PROGRAM & SMALL BUT MIGHTY
DYNAMIC VALUE MODEL (BETA 4)
YourCompany
customers (end users)
NGOs
media
community (geographic)
partners
labor unions
retailerslocal government
wholesalers
the Environment
industrytrade
associations
employees
distributors
regional government
courts suppliers & manufacturers
insurers & reinsurers
shareholdersbanks
investorsinstitutional investors
competitors
YourCompany
customers (service
providers)
STRATEGY TOOLS
Strengths Weaknesses
Opportunities Threats
Strengths:• We’re us
• We’re great
• We know stuff
• We’re fast
• We’re easy to use!
Weaknesses:• We work too much
• We care too much
• We’re perfectionists
Opportunities:• Own the market
• Expand product lines
• Make more stuff
• License stuff
• Co-brand with Disney
• Create an “experience”
Threats:• Others can get fast
• Others can be easy to use
• Someone gets to
Disney before us
• We don’t have a “big
data” strategy!
Strengths:• We’re us
• We’re great
• We know stuff
• We’re fast
• We’re easy to use!
Weaknesses:• We work too much
• We care too much
• We’re perfectionists
Opportunities:• Own the market
• Expand product lines
• Make more stuff
• License stuff
• Co-brand with Disney
• Create an “experience”
Threats:• Others can get fast
• Others can be easy to use
• Someone gets to
Disney before us
• We don’t have a “big
data” strategy!
ENVIRONMENTALANALYSIS
Social Issues: Customer Needs and Wants
Political Issues: Legal, Regulations...
Tech. Issues: Technology trends, opps...
Economic Issues: Market trends, opps...
Industry-Specific Issues: shifts in resources, knowledge, practices, etc...
ENVIRONMENTALANALYSIS
• Customers seek clarity
• Customers are afraid of technology
• RIM is out, HTML5 is in
• Lending is slowing
• Customers worried about their future
• Mobile, social, global, local, etc.
COMPETITIVEANALYSIS
• Clarity
• Fear of technology
• HTML5
• Loan Help
• Reassuring
X
X
X
X
√
√√√X
X
X
X
X
√X
X
X
√X
X
√√X
X
X
Strengths Weaknesses
• Clarity • Fear of technology• HTML5• Loan Help• Reassuring
Strengths Weaknesses
Opportunities
(Biggest Strengths vs. Biggest Weaknesses)
Threats
(Biggest Weaknesses vs. Biggest Strengths)
• Clarity • Fear of technology• HTML5• Loan Help• Reassuring
Better
WorseSmaller Bigger
Better
WorseSmaller Bigger
Hey! A Blue Ocean
Strategy!
For <target customers> that <need/
care about> , our <product, service>,
company> is a solution that <benefit> .
Unlike, <our competitor> , our <product,
service>, company> is <unique
differentiator> .
POSITIONING STATEMENT
POSITIONING STATEMENT
For Professor Plum that needs to
kill someone , our noose
is a solution that is silent .
Unlike, Miss Scarlett’s , our noose
is purple
.
Our customers want the most
features possible in a fast ,
inexpensive application delivered
in the cloud .
MADLIBS OF DESIGN
Where to start:
• Who is your audience really?
• What is their life life, what do they need, what do they want?
• What value is being provided to them and what kind of value can you realistically provide?
• How can you differentiate yourself based on this value?
• What’s it going to take to be successful?
• Are you ready? Is it worth doing?
• Do you have the right people (who do really need)? Do you have the right culture?
} 44The Business Model Canvas
Cost Structure
Key Partners
Key Resources
Channels
Key Activities
Value Proposition
Customer Relationships
CustomerSegments
Revenue Streams
} 44The Business Model Canvas
Cost Structure
Key Partners
Key Resources
Channels
Key Activities
Value Proposition
Customer Relationships
CustomerSegments
Revenue Streams
NEEDSOFFER
EXPERIENCE
INTENT
VALUE
NEEDSOFFER
EXPERIENCE
INTENT
VALUE
CUSTOMER’S EXPERIENCE
ORG.DESIGN RESOURCES
DELIVERYPRODUCTION
NETWORKFINANCE ORGANIZATION’S EXPERIENCE
RELATIONSHIP
EXPERIENCE
RELATIONSHIP
VALUE
EXPERIENCE
TOTAL VALUE
EXPERIENCE
TOTAL VALUE
FUNCTIONAL VALUE +FINANCIAL VALUE +
EMOTIONAL VALUE +IDENTITY VALUE +
MEANINGFUL VALUE =
FUNCTIONAL VALUE +FINANCIAL VALUE +
EMOTIONAL VALUE +IDENTITY VALUE +
MEANINGFUL VALUE =
QUANTITATIVE
TOTAL VALUE
FUNCTIONAL VALUE +FINANCIAL VALUE +
EMOTIONAL VALUE +IDENTITY VALUE +
MEANINGFUL VALUE =
QUANTITATIVE
QUALITATIVE
TOTAL VALUE
QUALITATIVEVS.
QUANTITATIVE
QUALITATIVEAND
QUANTITATIVE
CLV = GC • - M •∑i = 0
n
(1 + d) ir i ∑
i = 1
n
(1 + d) i - 0.5r i - 1
Lifetime Customer ValueGC = gross contribution per customer
M = (relevant) retention costs per customer per year
n = horizon (in years)
r = yearly retention rate
d = yearly discount rate.
EXPERIENCE CREATES VALUE
Brand Value = { (V/S)b - (V/S)g } * Sales(V/S)b = Enterprise Value / Sales ratio of the firm with the benefit of the brand name(V/S)g = Enterprise Value / Sales ratio of the firm with the generic productLet's use as an example branded cereals maker like Kellogg (K) against a generic provider like Ralcorp (RAH).Value of Kellogg brand name = (1.78 - 1.32)(13846) = $6,369 MillionThus, (6369/24200) or 26% of the value of the company is derived from brand equity.
EXPERIENCE CREATES VALUE
EXPERIENCE CREATES VALUE
“GOOD WILL”
From: The Experience Economy, Pine and Gilmore
Commodity Product Service Experience
Price/Value
EXPERIENCE CREATES VALUE
Commodity Product Service Event/Space
Price/Value
< EXPERIENCE >
EXPERIENCE CREATES VALUE
EXPERIENCE IS STRATEGIC
USABILITY/LEGIBILITY
Nokia 3650
EXPERIENCE BREADTHProduct
Service
Brand
Name(s)
Channel/Environment
(Space)
Promotion
Price
DURATIONInitiation
Immersion
Conclusion
Continuation
TRIGGERSSight
Sound
Smell
Taste
Touch
Concepts
Symbols
SIGNIFICANCEMeaning
Status/Identity
Emotion/Lifestyle
Price
Function
INTENSITYReflex
Habit
Engagement
INTERACTIONPassive
Active
Interactive
EXPERIENCE
MEANING
CORE MEANINGSVALUES/IDENTITYEMOTIONSPRICEFEATURES (PERF.)
CorporateMeaning Priorities
Team Meaning Priorities
CustomerMeaningPriorities
Competitors’ Meaning Priorities
Strategic Focus
AccomplishmentBeautyCreationCommunityDutyEnlightenmentFreedom
HarmonyJusticeOnenessRedemptionSecurityTruthValidationWonder
15 CORE MEANINGS:
Definitions: makingmeaning.org
TAKEAWAYS
TAKEAWAYS• Qualitative AND Quantitative• Strategy is derived from design research• Design can (and should) play a role• Designers need to leave the comfort of the studio (and learn more about business)• Leadership is communicating vision• Relationships and value are built through experience
QUESTIONS