03 Product Development Factors

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    Empathic DesignAnd Design Thinking.

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    Empathic Design

    Introduction What is Empathic Design

    The Whole Product Model

    The Kano Model

    Summary

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    Empathic Design

    What is Empathic DesignDelighting customers is vitalrequirement for survival within

    todays unpredictable marketplace.Products must now appeal at the

    emotional level, surprising them by

    giving them things they never knewthey needed.

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    Empathic Design

    What is Empathic DesignEven the most talented productdesigner would be wise to use

    customers and users as a source ofinspiration, however customers oftenfind it hard to tell designers what will

    excite them about products in thefuture.

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    Empathic Design

    What is Empathic DesignEmpathic design encompasses avariety of techniques that are

    participatory, in-depth and qualitativein nature. The aim is to equipdesigners with uncaptured customerinformation that helps to stimulate

    innovation and differentiate theirproduct and to delight customers.

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    Empathic Design

    The Whole Product ModelIt allows a more comprehensiveconception of a product, one which

    incorporates elements beyond itstechnical capabilities. Why?

    - product differentiation deteriorates

    over time; and many customers rankintangibles as equally as important.

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    Empathic Design

    PotentialAugmentedExpectedCore

    The Whole Product Model

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    Empathic Design

    Core Elements: The absoluteminimum elements a product musthave. For instance a car must have

    an engine & wheels. Expected Elements: Those elements

    which the customers expect the

    product to have. For example a caris expected to have a radio andintermittent windscreen wipers.

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    Empathic Design

    Augmented Elements: Which furtherdifferentiate the product, such as

    Volvos side impact air bags, or

    Nissans 6 year corrosion warranty. Potential Elements: Often intangible,

    but give added value the feeling of

    driving a Mercedes or aboveeveryone else in a Land RoverDiscovery.

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    Good examples..

    Core elements

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    Expected Elements

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    Augmented elements

    Consumer is temped to give their I-Pod

    unique/additional features etc.

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    Potential elements

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    Empathic Design

    As a market matures, expected andaugmented elements become coreelements. For example, intermittent

    windscreen wipers, originally forlorries, became an extra for the carmarket, and now seen as a Coreelement. Airbags, first an optionalextra became standard and noweverywhere.

    These elements often effect price..

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    Products that wowed!

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    Empathic Design

    An Extremely Brief History!The Kano Model: was formallyintroduced to the world in 1982 by

    Professor Noriaki Kano of Tokyo RikaUniversity. The paper was called

    Attractive Quality and Must-Be

    Quality at the 12th

    Annual Meeting ofthe Japan Society of Quality Control.

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    Empathic Design

    The Kano Model

    Excitement

    Basic

    Performance

    Delight

    Dissatisfaction

    Low High

    Level of

    achievement

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    Empathic Design

    The Kano ModelThe Model shows that customerresponses can be classified into 3

    types: Basic

    Performance

    Excitement

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    Empathic Design

    Basic:For example, when going for a meal,the customer expects there to be a

    place setting. If there isnt one thecustomer will be dissatisfied. If thereis one, no credit will be given

    because there is supposed to be one!

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    Empathic Design

    Performance:The customer expects their order tobe taken promptly, accurately and the

    food delivered in reasonable time.The better the restaurant meetsthese needs, the more satisfied thecustomer is!

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    Empathic Design

    Excitement:Excitement is generated because thecustomer received some feature that

    they did not expect. That is to say therestaurant providing free champagne

    on the house.

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    Empathic Design

    SummaryCompetitive products must flawlesslyexecute all three types. Meeting

    customer needs provides thefoundation for removingdissatisfaction. Exceeding the

    customers performance expectationscreates competitive advantage.

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    Quick Break..

    Grab a drink, back in 10 mins please. Point of interest: Future phone design concepts

    from the 1970s !!!

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    > There are four principle psychological

    factors:(1) Motivation

    (2) Perception

    (3) Learning

    (4) Beliefs/Attitudes

    Psychological influences

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    Market Segmentation

    > Human needs and wants are an essentialcatalyst within the marketing concept.Maslow advocates that there varying levelsof need:

    > Basic Physiological Needs (food, sleep,temperature)

    > Safety Needs (protection from danger)

    > The Need for Recognition (love, belonging)

    > Ego Needs (self esteem, respect from

    others)

    > Self-fulfilment (realisation of one's totalbeing, creativity)

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    Maslows Hierarchy ofNeeds

    Self Actualisation

    Esteem Needs

    Belongingness andLove Needs

    Safety Needs

    Physiological needs

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    Consumer Behaviour

    > Many consumer purchases are individual.When purchasing a Mars bar a person maymake an impulse purchase upon seeing anarray of confectionery at a newsagent'scounter

    > However, decision-making can also be madeby a group such as a household. In such asituation a number of individuals may interactto influence the purchase decision. Eachperson may assume a role in the decision-

    making process. Five roles are outlinedbelow. Each may be taken by parents,children or other members of the buyingcentre

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    Buying decision process

    > This involves focusing on three distinctelements:

    (1) The buying roles within the decisionmaking unit;

    (2) The type of buying behaviour; and

    (3) The decision process

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    Consumer Behaviour

    Within the buying process there are five roles:

    (1) the Initiator

    (2) the Influencer

    (3) the Decider

    (4) the Buyer

    (5) the Users

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    Consumer Behaviour

    >Initiator: the person who begins the processof considering a purchase. Information maybe gathered by this person to help thedecision

    >Influencer: the person who attempts topersuade others in the group concerning theoutcome of the decision. Influencers typicallygather information and attempt to imposetheir choice criteria on the decision

    > Decider: the individual with the powerand/or financial authority to make theultimate choice regarding which product tobuy

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    Consumer Behaviour

    > Buyer: the person who conducts thetransaction. The buyer calls the supplier,visits the store, makes the payment andeffects delivery

    > User: the actual consumer/user of theproduct

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    Consumer Behaviour

    > One person may assume multiple roles in thebuying group. In a toy purchase, forexample, a girl may be the initiator, andattempt to influence her parents, who are thedeciders. The girl may be influenced by her

    sister to buy a different brand. The buyermay be one of the parent who visits the storeto purchase the toy and brings it back to thehome. Finally, both children may be users ofthe toy

    > Although the purchase was for one person, inthis example marketers have fouropportunities-two children and two parents-toaffect the outcome of the purchase decision.

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    Phases within the buyingprocess

    > Within the buying process there are a fivekey phases:

    (1) Recognition of the problem

    (2) The search for information involving four

    distinct sources:- personal sources

    - public sources

    - commercial sources

    - experimental sources(3) Evaluation of alternatives

    (4) The purchase decision

    (5) Post-purchase behaviour

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    The Buying Process

    > The influencing factors include: the productsattributes (price, performance, quality and

    styling); their relative importance to theconsumer; the consumer's perception of eachbrand's image; and the consumer's utilityfunction for each of the attributes

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    Design decisions

    > By understanding the issues related toconsumer analysis it is then possible to beginto modify the product offering by:

    (1) changing the physical product (addingfeature/repositioning)

    (2) changing beliefs about the product(psychological repositioning)

    (3) changing beliefs about competitorsproducts (competitive depositioning)

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    Design decisions

    (4) changing the relativeimportance of particularattributes - as a product moves

    through the product life cycle

    (5) emphasising particularproduct features previously

    ignored(6) change buyers' expectations

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    Th ti f d t

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    The notion of productchange

    > The main purpose of the product life cycle isto remind us of three characteristics: (1) thatproducts have a limited life; (2) that profitlevels are not constant, but change

    throughout a products life; and (3) that theproduct requires different strategies at eachstage of the lifecycle (Kotler 1992)

    > Within the Product Life Cycle a producttravels through a series of stages. The ability

    to mange and react accordingly to thesestages determines the success or failure ofthe product

    St d d P d t Lif

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    Standard Product LifeCycle (PLC) Curves

    > The main implication of the PLC is to avoidhaving a high proportion of a company'sproducts at the end of their life cycles.Drucker (1963) has established that thereare six categories of products which relate tothe notion of product elimination:

    (1) Tomorrow's Breadwinners

    (2) Today's Breadwinners - yesterday'sinnovation

    (3) Products capable of contributing to profit

    with substantial help(4) Yesterdays Breadwinners

    (5) Also Ran's

    (6) Failures

    St d d P d t Lif

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    Standard Product LifeCycle (PLC) Curves

    > The purpose of these categories is todetermine which products should bemaintained, built upon or eliminated. ThePLC also provides valuable information foranalytical tools (such as the Boston Matrix

    and GEC model)> Many of the lifecycle curves indicated are

    generalised and the shape of curves will varywidely from product area to area and fromcompany to company

    > It must also be noted that there is nothingfixed about the length of a cycle or thelength of its various stages

    St d d P d t Lif

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    Standard Product LifeCycle (PLC) Curves

    > It has been suggested that the length of thecycle is governed by:

    (1) the rate of technical change

    (2) the rate of market acceptance

    (3) the ease of competitive entry

    Product life cycle 1: Introduction 2: Growth 3: Maturity 4: Decline

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    Product life cyclephases 1: Introduction 2: Growth 3: Maturity 4: Decline

    MarketCharacteristicsSales Low Increasing rapidly Peaking DecliningCosts per customer High Average Low LowProfits Negative Increasing High Declining/negativeCustomer type Innovators Early adopters Middle and late majority LaggardsCompetitors Few Increasing, some

    emulators High but beginning todecline Decline with rapidshakeoutCompetitors strategies Unfocussed and indirect Attempting to achieve

    trial. Undifferentiatedproducts, services.Emphasis on fighting forshare

    Price cutting to achievevolume. Fighting formarket share butexperiencing difficulties.Emphasis on efficiencyand low cost. Shake-outof weakest players

    Exit of some competitors

    Marketing MixStrategiesProduct Basic product Developing product

    extensions and servicelevels

    Modify and differentiate.Develop next generation Phase out weaker brands

    Price Low price strategy Penetration strategy Price to meet or beatcompetitors Reduce

    Distribution Selective Intensive. Limited tradediscounts Intensive. Heavy tradediscounts Selective. Phase out wealoutletsAdvertising Heavy spending to raise

    awareness and encouragetrial among early adoptersand distributors

    Moderate to buildawareness and interest inmass market. Greaterword of mouth

    Emphasise branddifferentiation, specialoffers

    Reduce to a level thatmaintains hard coreloyalty. Emphasise lowprices to reduce stock

    Sales promotion Extensive to encouragetrial Reduce to a moderatelevel Increase to encouragebrand switching Reduce

    Planning time frame Short to medium Long range Medium range ShortDevelopment structure Task force Product division Business division with task

    for new productdevelopment

    reduce

    P d Ad i d

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    Product Adoption andConsumer Profiles

    > When a new product is introduced, noteveryone adopts it at the same moment. Therate of adoption within the market place hasbeen identified as following a recognisablemodel

    > A method of adopter categorisation is thus:

    Product Adoption and

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    Product Adoption andConsumer Profiles

    Innovators

    Early

    Ad

    opters

    EarlyMajority

    Laggards

    LateMajority

    Product Adoption and

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    Product Adoption andConsumer Profiles

    > Innovators: young educated consumers,profitable risk taking organisations,sometimes category specific

    > Early Adopters: more mainstream, opinionleaders, need wooing

    > Early Majority: risk adverse, needreassurance, social pressures

    > Late Majority: have greater product choice,

    product possibly mature by now> Laggards (late adopters): possibly older,

    less well off

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    Basic buyer analysis..

    What do they buy? Why do they buy?

    Who is involved in buying?

    How do they buy?

    When do they buy?

    Where do they buy?

    Buyer Behaviour Model

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    Buyer Behaviour Model..

    External Stimuli Buyers Black Box Buyer Decision

    Political,Economical

    Political,

    Technological

    Buyercharacteristics:Cultural, Social,

    Personal.

    Product: Quality,suitability,aesthetics,

    ergonomicsusability.

    Product, Price,Advertising

    Problem/desire. Brand recognition

    Distribution. Searches from

    information.

    Dealer influence,

    knowledge.

    Evaluation. Quantity.

    Decision. Purchase timing.

    Buyer thinking

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    Buyer thinking..

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    Competitor Mapping

    Product Mapping

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    Competitor Mapping

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    Competitor Mapping

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    Competitor Mapping