Think of Innovations as Systems

image

In the last post we looked at Nike and the first principle wof successful innovation built around contextual user experiences. These experiences are centered around a particular offering, service or media (message). And naturally all these components are part of larger organisations, markets and offerings. This brings us to the second pillar of innvoation.

Principle 2: Think of Innovations as Systems

What do we mean by a “System”? What is “Systems Thinking”? We can define a system as any set of interacting or interdependent entities that come together to form a larger whole. In short a system is greater than the sum of its parts.

image

For our innovations efforts to be successful, we need to grasp how this larger ecosystem works and affects the other parts - the small systems and groups within it. What are the relationships that exists between the parts and the whole systems? What the unique attributes of each system?

image

As an example let’s look at Holidaying in some romantic faraway destination Island. A traditional approach would be to look at the destination and the particular chosen five star resort as the focus and defining factor of our product performance.

Now by placing the resort within the larger context of the island holiday experience and a national/international tourism market, we can develop a greater understanding of the product’s value in relation to all the touch points and actors along the way including the travellers, pilots, the flights operations (from booking to arrival), in-flight service, travel agencies, tourism information centres online and on location, advertisements, wholesale travel companies, restaurants, adventure/tourist activities, shopping, amenities, travel insurance and so forth.

image

Looking at whole systems and the interactions that are part and parcel of these systems, we can invest in integrated innovation across whole systems and in the process offering services and products that have greater value, and tend to offer massive competitive advantage. Why? Because value is added by ease of use not just across one system but across many that are part of the user’s journey.

December 28, 2012 VIEW POST

Build Innovation around Experiences

image

Innovation is not magic. It is also not just an incremental process, otherwise the six sigma process would have moved many companies to the ranks of Google and Apple. When we think of innovation; control, forcasted processes that are planned and systemised to achieve predicted results (management speak) are not what would come to mind. Let’s look at the first principle of the four pillars of innvoation:

Principle 1: Building Innovation around Experiences

image

Let’s look at Nike as an example. They are the market-leading company, because they focus on designing a better experience for athletes, their focus lies beyond innovations in materials, aesthetics or performance. Nike has focused on an engaging experience for their athletes going beyond a better shoe and creating a community and tools to support professional and amateur. Nike inspires their customers. Why is this important?

Experience-focused innovation uses a different approach. Emphasis shifts from the product to the customer and other users involved. Here the focus is on what they do (behaviour, activity, needs and motivations) instead of things people use.

User experience is a key factor in the success of any type of offering. It is rather unfortunate that UX has become mainly associated with the software and information technology industries. This in turn has resulted in different professional industries using other terms such as customer experience, etc.

image

Successful innovation is built on what we learn from studying people’s experiences as well as a thorough knowledge of a product or technology. The process of employing ethnography to develop a deeper understanding is not easily packaged into a neat process, but ultimately it will move any organisation to expand their products beyond mere features, functions and attributes to create an engaging experience for their customers.

image

Let’s change our focus from what people say (market research) to what they actually do (design anthropology). While we should not ignore traditional market research methods such as focus groups and surveys, design anthropology’s ethnographic methods allow us to gain unexpected insights about people that can only be facilitated by observing people directly in the actual context where a company’s product or service is being used.

December 27, 2012 VIEW POST

Scaling Fallacy

Scaling Fallacy

Systems act differently at different scales. There are two basic kinds of scaling assumptions to avoid when growing or shrinking a design:

  1. Load assumptions: When you scale a production processs or design by some factor and assume that the working stresses on the scale increases by that same factor.
  2. Interaction assumptions: When you design a new system or process and assume that the way people and the other systems interact with it in the same level across other levels of scale.

The best way to avoid the scaling fallacy is to be aware of the tendency to make scaling assumptions. Verify load assumptions through the use of careful calculations, systematic testing, and appropriate factors of safety. Minimise incorrect interaction assumptions through careful research of analogous designs and monitoring of how the design is used once implemented.

(Source: stuffcreators.com)

October 4, 2012 VIEW POST

Storytelling

Storytelling


Storytelling is a method of creating imagery, emotions and understanding of events through an interaction between a storyteller and an audience.

Storytelling is uniquely human. It is the original method of passing knowledge from one generation to the next, and remains one of the most compelling methods for richly communicating knowledge. A storyteller can be any instrument of information presentation that engages an audience to experience a set of events.

Good storytelling experiences generally require certain fundamental elements. While additional elements can be added to further augment the quality of a story or storytelling experience, they can rarely be subtracted  without detriment. The fundamental elements are:

  • The setting orients the audience, providing a sense of time and place for the story.
  • Characters and character identification is how the audience becomes involved in the story together, and is the channel through which the story can flow.
  • The plot ties events in the story together, and is the channel through which the story can flow.
  • Invisibility, the awareness of the storyteller fades as the audience focuses on a good story. When engaged in a good movie or book, the existence of the medium is forgotten.
  • Mood, music, lighting and style of prose create the emotional tone of the story.
  • Movement, in a good story, the sequence and flow of events is clear and interesting. The storyline doesn’t stall.

Use storytelling to engage an audience in a design (service, product, process), evoke a specific emotional response, or provide a rich context to enhance learning. When successfully employed, an audience will experience and recall the events of the story in a personal way - it becomes a part of them. This is a phenomenon unique to storytelling.


(Source: stuffcreators.com)

October 4, 2012 VIEW POST
Description: Combines observations plus questioning in the same location that the participant occupies and interacts with a product or service. Benefits: Allows the research team to document how their products and services are used in their normal environment and how this usage is impacting on the life of the users. This methods allows the researcher to have a first hand view of the interaction.
July 23, 2012 VIEW POST

Free Pile Sort

image

Simple and inexpensive way of getting participant insights by using Card Sorting.

Description: This is a simple method for collecting data and sorting information into piles that belong together. They can be prepared by the participants, and benefit from their understanding of what clusters they want to form. A card can not belong to more than one pile. Also they can’t put every item into its own pile.

Benefits: It is powerful way of looking at the participants interpretation of the information presented to them. Fantastic method to use in unstructured research and little cost to organise and run.

July 23, 2012 VIEW POST