From my November 22 talk at ISA 14 in Buenos Aires...
Business people often have a blindspot for the very value they seek to create because it lies in the qualitative nature of relationships and not the quantitative techniques and tools they’ve been taught to focus upon. As a result, they often make strategic and tactical decisions alike that reduce the value they provide to customers, the value they can build, and the value that designers create.
New tools and approaches can help designers of all types change the conversation around their work and it’s value to our business colleagues, in order to create a better relationship as well as a better context for great design to be valued and realized.
This talk will discuss how designers can participate more fully in strategic business decisions by reframing what they do and how they work and by introducing new tools for designers to be more strategic.
1. BRIDGING STRATEGY
WITH DESIGN
(HOW DESIGNERS CREATE
VALUE FOR BUSINESSES)
Nathan Shedroff
California College of the Arts
nathan@nathan.com
@nathanshedroff
designmba.org
5. MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
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 fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual 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 GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a 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 96
navigation 84
Design Strategy in Action
Edited by Nathan Shedroff
A publication from the MBA in Design Strategy program
California College of the Arts
2011
2008 Edition
Dictionary of
Sustainable Management
6.
7. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
MBA IN DESIGN STRATEGY
MBA IN STRATEGIC FORESIGHT
MBA IN CIVIC INNOVATION
17. $ £ ¤ ¥
function
Photo: bengt-re (Flickr)
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
18. function
CLV = GC • - M •∑
i = 0
n
(1 + d) i
r i
∑
i = 1
n
(1 + d) i - 0.5
r i - 1
GC = gross contribution per customer
M = (relevant) retention costs per customer per year
n = horizon (in years)
r = yearly retention rate
d = yearly discount rate.
(Lifetime Customer Value)
Photo: southernfoodwaysalliance (Flickr)
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
19. (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 product
Let'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 Million
Thus, (6369/24200) or 26% of the value of the company is derived from brand equity.
{ (V/S)b - (V/S)g}* Sales
$ £ ¤ ¥
function
(BRAND)
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
35. TOTAL VALUE
(PREMIUM VALUE)
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
=
QUANTITATIVE
QUALITATIVE
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
36. TOTAL VALUE
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
=
“BOOK VALUE”
“GOOD WILL”
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
37. TOTAL VALUE
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
$1.1
Instagram
=
$86M
$1.01B
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
38. THOSE COMPANIES
(AND PEOPLE)
WHO FOCUS ON
TOTAL VALUE
CREATE MORE OF
IT, MORE OFTEN
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
39. THOSE COMPANIES
(AND PEOPLE)
WHO FOCUS ON
PREMIUM VALUE
CREATE MORE OF
IT, MORE OFTEN
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
40. WE’RE ALL IN THE
RELATIONSHIP
BUSINESS
NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
43. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
From: The Experience Economy, Pine and Gilmore
Commodity Product Service Experience
Price/Value/Loyalty
EXPERIENCE IS STRATEGIC
44. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
EXPERIENCE IS STRATEGIC
Commodity Product Service Event/
Environment
Experience
Price/Value/Loyalty
45. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
meaningful
identity
emotional
financial
functional
NEEDSOFFER
INTENT
RELATIONSHIP
R IE E
P
XE
N
CE
BREADTH
Product
Service
Brand
Channel/Environment
(Space)
Promotion
TRIGGERS
Sight
Sound
Smell
Taste
Touch
Concepts
Name(s)
Symbols
Price
VALUE
Meaning
Status/Identity
Emotion/
Lifestyle
Price
Function
INTENSITY
Reflex
Habit
Engagement
INTERACTION
Passive
Active
Interactive
DURATION
Initiation
Immersion
Conclusion
Continuation
55. CCA LEADING BY DESIGN
FELLOWS PROGRAM
www.cca.edu/fellowsprogram
EXPERIENCE WORKBOOK
OBSERVATIONS AND
OPPORTUNITIES IN
EXPERIENCE DESIGN
15
THE 6 DIMENSIONS OF EXPERIENCE:
There are 6 dimensions of every experience, whether these are natural or
man-made adn whether these are business-oriented to not. This workbook
will help you explore and analyze the experiences around you and aide
you in developing better experiences for customers.
SIGNIFICANCE
Meaning
Status/Identity
Emotions/Lifestyle
Price/Value
Function
DURATION (TIME)
Initiation
Immersion
Conclusion
Continuation
TRIGGERS
Sight
Sound
Smell
Taste
Touch
Concepts
Symbols
BREADTH
Prodcut
Service
Brand
Name
Channel/Environment
Promotion
Price
INTENSITY
Reflex
Habit
Engagement
INTERACTION
Static
Passive
Active
Interactive
For each of the dimensions above, observe your customers/users/audience
when and where they experience needs and current solutions.
EXPERIENCE OBSERVATION
INTENSITY
Is the experience...
REFLEX? HABIT? ENGAGEMENT?
If so, there is likely no design
opportunity.
If so, can this experience be
turned into an engagement
experience?
This is where the vast number
of opportunities lie.
DURATION (TIME)
Is the experience...
REFLEX? HABIT? ENGAGEMENT?
If so, there is likely no design
opportunity.
If so, can this experience be
turned into an engagement
experience?
This is where the vast number
of opportunities lie.
1 14
BUSINESS MODEL:
With these new elements of experience, are their threats to your gurrent
business model?
Are there new opportunities?
designmba.org/open-source-curricula
73. INITIATION (EXPECTATIONS)
STATE OF MIND (CONTEXT):
BACKSTAGE:
TOUCHPOINT ECOSYSTEM: PRODUCT, SERVICE, EVENT, NAME, IDENTITY/SYMBOL
MEDIA: SOCIAL, ETC?
LOCATION
EMOTIONS
TRIGGERS: VISUAL (COLOR, TYPE, LAYOUT, IMAGE, PATTERN), AUDIO, AROMA, TASTE, TOUCH, CONCEPT
MEMORY, BIAS, MENTAL MODELS
GOAL/VALUE
AGENT
ACTION/RESPONSE:
ENGAGEMENT CONCLUDE/REFLECT CONTINUATION (REPEAT)
TIME > > >
ROX
WAVELINE TEMPLATE
PROJECT:
TASK:
INTENSITY>>>
PLANNED
ACTUAL
PERSONA/ACTOR:
designmba.org/open-source-curricula
FREEDOM
CCA LEADING BY DESIGN
FELLOWS PROGRAM
www.cca.edu/fellowsprogram
EXPERIENCE WORKBOOK
OBSERVATIONS AND
OPPORTUNITIES IN
EXPERIENCE DESIGN
15
THE 6 DIMENSIONS OF EXPERIENCE:
There are 6 dimensions of every experience, whether these are natural or
man-made adn whether these are business-oriented to not. This workbook
will help you explore and analyze the experiences around you and aide
you in developing better experiences for customers.
SIGNIFICANCE
Meaning
Status/Identity
Emotions/Lifestyle
Price/Value
Function
DURATION (TIME)
Initiation
Immersion
Conclusion
Continuation
TRIGGERS
Sight
Sound
Smell
Taste
Touch
Concepts
Symbols
BREADTH
Prodcut
Service
Brand
Name
Channel/Environment
Promotion
Price
INTENSITY
Reflex
Habit
Engagement
INTERACTION
Static
Passive
Active
Interactive
For each of the dimensions above, observe your customers/users/audience
when and where they experience needs and current solutions.
EXPERIENCE OBSERVATION
INTENSITY
Is the experience...
REFLEX? HABIT? ENGAGEMENT?
If so, there is likely no design
opportunity.
If so, can this experience be
turned into an engagement
experience?
This is where the vast number
of opportunities lie.
DURATION (TIME)
Is the experience...
REFLEX? HABIT? ENGAGEMENT?
If so, there is likely no design
opportunity.
If so, can this experience be
turned into an engagement
experience?
This is where the vast number
of opportunities lie.
1 14
BUSINESS MODEL:
With these new elements of experience, are their threats to your gurrent
business model?
Are there new opportunities?
Flavor
Primary Hard Complex Loud Forest/Plants Sweet - Sugar
Community Triggers
SoundColor Materials Form Aroma
74. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
WE NEED TO DO THE
WORK TO BRIDGE OUR
DIFFERENT WORLDS
75. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
BUSINESSPEOPLE ARE
EXTREMELY
CONFIDENT ABOUT
THINGS THAT AREN’T
TRUE
76. MYTHS OF BUSINESS
Cooperation is for wusses
Growth is everything
The Free Market (exists)
Markets optimize efficiently
Businesses are more efficient than Government
“The business of business is business”
Rich people create jobs
“Corporations are people, my friend”
The Founding Fathers were pro-business
Leadership is based on authority
77. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
MARKETING IS NOT
SALES, ADVERTISING
& PR!
90. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
TACTIC
How do we make, deliver, and support
the best <offering> possible?
STRATEGY
What business should we in
(to begin with)?
91. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
THE ORGANIZATION
THE OFFERINGS
TACTIC
How do we make, deliver, and support
the best <offering> possible?
STRATEGY
What business should we in
(to begin with)?
92. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
Your
Company
customers
(end users)
NGOs
media
community
(geographic)
partners
labor unions
retailers
local
government
wholesalers
the
Environment
industry
trade
associations
employees
distributors
regional
government
courts suppliers &
manufacturers
insurers &
reinsurers
shareholders
banks
investors
institutional
investors
competitors
Your
Company
customers
(service
providers)
93. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
WE ALSO NEED TO
HELP BUILD NEW
BUSINESS TOOLS
94. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
The Business Model Canvas
Cost
Structure
Key
Partners
Key
Resources
Channels
Key
Activities
Value
Proposition
Customer
Relationships
Customer
Segments
Revenue
Streams
Business Model Generation, Alexander Osterwalder
businessmodelgeneration.com
95. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
The Business Model Canvas
Cost
Structure
Key
Partners
Key
Resources
Channels
Key
Activities
Value
Proposition
Customer
Relationships
Customer
Segments
Revenue
Streams
Business Model Generation, Alexander Osterwalder
businessmodelgeneration.com
97. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
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!
98. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
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!
99. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
ENVIRONMENTAL
ANALYSIS
Social Issues: Customer Needs and Wants
Political Issues: Legal, Regulations...
Tech. Issues: Technology trends, opps...
Economic Issues: Market trends, opps...
Industry-Specific Issues: ???
100. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
ENVIRONMENTAL
ANALYSIS
• Customers seek clarity
• Customers are afraid of technology
• RIM is out, HTML5 is in
• Lending is slowing
• Customers worried about their future
• etc.
101. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
COMPETITIVE
ANALYSIS
• 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
102. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
Strengths Weaknesses
• Clarity • Fear of technology
• HTML5
• Loan Help
• Reassuring
103. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
Strengths Weaknesses
Opportunities
(Biggest
Strengths vs.
Biggest
Weaknesses)
Threats
(Biggest
Weaknesses
vs. Biggest
Strengths)
• Clarity • Fear of technology
• HTML5
• Loan Help
• Reassuring
104. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
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
105. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
For our users that need the most
features , our app is a solution that is
fast and inexpensive.
Unlike our competitors , our app is in
the cloud.
POSITIONING
STATEMENT
106. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
For Professor Plum that needs to
kill someone , our noose
is a solution that is silent .
Unlike, Miss Scarlett , our noose
is purple.
POSITIONING
STATEMENT
107. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
POSITIONING
STATEMENT
For <type of customer/audience>
that <need/care about...>,
our <product, service, company>
delivers <biggest opportunities>.
Unlike, <list weak competitor(s)>,
our <product, service, company>
delivers <biggest strengths>.
113. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
WE NEED NEW TOOLS
FOR RESEARCH,
DESIGN, & BUSINESS
114. NATHAN SHEDROFF nathan.com @nathanshedroff Interaction14South America
THANK YOU
nathan@nathan.com
@nathanshedroff
designmba.org
MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
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 fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual 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 GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a 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
Design Strategy in Action
Edited by Nathan Shedroff
A publication from the MBA in Design Strategy program
California College of the Arts
2011
115. No deje de completar su evaluación online
isa.ixda.org/encuesta
¡Muchas gracias!
Interaction14South America
B U E N O S A I R E S
Bridging Strategy with Design
Nathan Shedroff