Blue Ocean Strategy - which has the stated goal of creating an uncontested market space while making competitors irrelevant - presents a creative and visual approach for developing Business Strategy. As a tool for creating scalable startups, Blue Ocean Strategy focuses on what Steve Blank calls "Customer Discovery" in his four stage process of Customer Development. The other stages of Blank's Customer Development Methodology are Customer Validation, Customer Creation, and Company Building.
This presentation introduces a visual tool, the Customer Development Roadmap, for integrating ideas from Blank's Customer Development Methodology and Kim & Mauborgne's Blue Ocean Strategy. The Customer Development Roadmap facilitates the learning and application of the Customer Development methodology as well as provides a visual framework for executing Blue Ocean Strategy especially for a scalable startup. A key goal of the Customer Development Roadmap is to better manage the development and reduce the risk of failure of Blue Ocean Startups.
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THE CUSTOMER DEVELOPMENT ROADMAP FOR BLUE OCEAN STRATEGISTS
1. THE CUSTOMER DEVELOPMENT ROADMAP
FOR BLUE OCEAN STRATEGISTS
Dr. Rod Kuhn King
Visual Problem Solver, Inventor, and Magician
2. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
GURUS
CUSTOMER DEVELOPMENT
ROADMAP
(based on Steve Blank’s book:
“The Four Steps
To The Epiphany”)
CUSTOMER DEVELOPMENT ROADMAP
The 4 Stages of the Customer Development Journey for a Scalable Startup
1. CUSTOMER DISCOVERY 2. CUSTOMER VALIDATION
3. CUSTOMER CREATION 4. COMPANY BUILDING
3. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
GURUS
CUSTOMER DEVELOPMENT
ROADMAP
(based on Steve Blank’s book,
“The Four Steps To The Epiphany”
and W. Kim & R. Mauborgne’s book,
“Blue Ocean Strategy”)
CUSTOMER DEVELOPMENT ROADMAP - Details
The 4 Stages of the Customer Development Journey for a Scalable Startup
3. CUSTOMER CREATION
3.1 Get Ready
3.2 Position
3.3 Launch
3.4 Create Demand
1. CUSTOMER DISCOVERY
1.1 State Your Hypothesis
- VISUAL AWAKENING: “As Is” Strategy Canvas (Office work)
1.2 Test “Problem” Hypothesis
- VISUAL EXPLORATION: Four Actions Grid (Field work)
- VISUAL STRATEGY FAIR: “To Be” Strategy Canvas
- VISUAL COMMUNICATION: Comparison of Canvases
1.3 Test “Product” Hypothesis: Minimum Viable Product (MVP)
- Build MVP: Prototype Ad/Headline/Web
Page/Product/Service; Min. Feature Set
- Test MVP
- Test Hypotheses for Business Model
2. CUSTOMER VALIDATION
2.1 Get Ready to Sell
2.2 Sell to “Earlyvangelists”
2.3 Develop Positioning: Product-Market Fit
- Proposed Strategy Canvas (Customer Experience Curve)
- Proposed Scalable Business Model
2.4 Verify
- Product-Market Fit
- Scalable Business Model
4. COMPANY BUILDING
4.1 Mainstream Customers
4.2 Management/Culture Issues
4.3 Functional Departments
4.4 Fast Response Departments
4. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
GURUS
THE 2 WORLDS OF
CUSTOMER DEVELOPMENT
THE 2 WORLDS OF CUSTOMER DEVELOPMENT
CUSTOMER DISCOVERY CUSTOMER VALIDATION
CUSTOMER CREATION COMPANY BUILDING
WORLD OF SEARCH FOR SCALABLE BUSINESS MODEL
(For ‘Startups/Entrepreneurs/Founders’)
WORLD OF EXECUTION FOR SCALABLE BUSINESS MODEL
(For ‘Established or Matured Companies/Accountants’)
5. CUSTOMER CREATION PYRAMID FOR
THE BLUE OCEAN STARTUP
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
Delighters
Satisfiers
Dissatisfiers
Delighters
Satisfiers
Dissatisfiers
Delighters
Satisfiers
Dissatisfiers
NON-COMPETITORS
(Remote Industries/Economy:
Sectoral & Geographical Non-alternatives)
DIRECT COMPETITORS
(Core Sector/Strategic Groups:
Substitutes)
BUSINESS
(New) Customer Value Proposition/Market: …………………………………………………………………..
NON- CUSTOMERS
o Profitable
o Break-even
o Unprofitable
Oh My God-
Product/Service
Why?
How?
Why?
How?
Why?
How?
INDIRECT COMPETITORS
(Peripheral/Adjacent Industries:
Alternatives/Value Chain Complements)
Diffusion (Word-of-mouth) Potential = Delighters + Satisfiers - Dissatisfiers
GURUS
Hypotheses vs. Reality
JTBD = Job To Be Done
6. CORE VALUES (Incentives/Penalties)
STAKEHOLDER IMPACTS
[Profit (Margin); Revenue /Cost ;
Unit Price; Volume; Speed; Trade-off]
GOALS, OBJECTIVES,
STRATEGIES & TACTICS
(PLAN)
CUSTOMER PROBLEM
(BIG URGENT MARKET PROBLEM:
BUMP)
RESOURCES
(GLOBAL VALUE CHAIN/Bus. Model)
S: Suppliers
E: Employees (Core Competencies)
M: Machinery/Equipment/Facility
P: Processes
O: Output (Product/Service)
R: Retailers/Distributors/Channels
C: Consumer/Customer Segments
E: Environment: Competitors, etc.
COMPANY BUILDING BLUEPRINT (Version X)
MISSION/VISION
CUSTOMER VALUE PROPOSITION
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
7. ITENNE: ENVIRONMENT P: PROCESSES
S: SUPPLIERS/MATERIALS
R: RETAILERS/DISTRIBUTORS/
CHANNELS
O: OUTPUTS (PRODUCT/
SERVICE)
E: EMPLOYEES/KNOWLEDGE
ASSETS/CULTURE
GLOBAL VALUE CHAIN:
OUTCOMES/GOALS
Customer Value Proposition (Job)
Business Value = Revenue/Cost
Customer Value (Experience) =
Customer Delight/Customer Pain
M: MACHINERY/EQUIPMENT/
FACILITY/LOCATION
C: CUSTOMERS/CONSUMERS &
RELATIONSHIPS
GLOBAL VALUE CHAIN
Zoomable Elements of a Value Chain or Business Model: “SEMPORCE”
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
8. ITENNE: ENVIRONMENT/INVESTOR
Revenue (Sales)
Cash Burn Rate
Month of Cash Left
Time to Cash Flow-Breakeven
Contribution Margin
P: PROCESSES
Cycle Time for Pivots/Prototyping/
Versioning/Product Releases
Average Time to First Order
Average Time to Follow-on Order
Customer Feedback/Voice
S: SUPPLIERS/MATERIALS
R: RETAILERS/DISTRIBUTORS/
CHANNELS
Advertising Expenses
Viral Coefficient
O: OUTPUTS (PRODUCT/
SERVICE)
No. of Minimum Viable Products
No. of Prototypes/Releases
Average Size Order
Average Selling Price per Order
Web Page/Site: Total Visits;
Total Page Views
E: EMPLOYEES/KNOWLEDGE
ASSETS/CULTURE
Agile/Lean (‘Small’) Teams
Lessons Learned/Insights
No. of Experiments/Interviews
Effectiveness/Proficiency of
Sale Person
Revenue per Sale Person
CUSTOMER DEVELOPMENT
DASHBOARD (CDD)
OUTCOMES/GOALS:
Customer Value Proposition
Business Value = Revenue/Cost
Customer Value (Experience) =
Customer Delight/Customer Pain
M: MACHINERY/EQUIPMENT/
FACILITY/LOCATION
C: CUSTOMERS/CONSUMERS &
RELATIONSHIPS
No. of Prospects/Registrations
No. of Customers/Referrals
Cost per Acquisition (Paid/Net)
Customer Lifetime Value
Customer Loyalty/Retention:
Net Promoter Score (NPS)
CUSTOMER DEVELOPMENT DASHBOARD
FOR THE BLUE OCEAN STARTUP
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
9. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
APPENDIX
10. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
11. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
A Blue Ocean Startup
Is a “Value Innovation” Business That
Creates an Uncontested Market Space and
Makes Competitors Irrelevant
12. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
Eventually, a Blue Ocean Startup has
a Profit Margin of, at least, 20% p.a.
not more than 3 Direct Competitors
in a Fast-growing Market (Niche)
a Market Share of, at least,
3 Times That of Nearest Competitor
13. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
ORIGINAL BLUE OCEAN STARTUPS
ORIGINAL
BLUE OCEAN STARTUPS
GURUS
14. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
But, how are Blue Ocean Startups Created?
15. WHY (PROBLEMS)?
RED OCEAN
Overcrowded Industries
Commoditized Products/Services
Similar Customer Exp. Curves
Globalization
Accelerated Technological Adv.
HOW MANY? HOW MUCH?
INSEAD, France (Europe)
UCSI (Asia)
Kimberly Clark-BOSI
Many Communities of Practice for
Blue Ocean Strategy on the Web
WHAT (PROBLEMS)?
RED OCEAN (BLOODY COMPETITION)
Head-to-head Competition
Price Wars
Shrinking Business Profit
‘Fixed’ Market Boundaries
HOW (SOLUTION)?
BLUE OCEAN (STRATEGY)
Create Uncontested Market
Space: ‘Category of One’
Make Competitors Irrelevant
Use Value Innovation: Resolve
Cost vs. Differentiation Trade-off
WHAT NEXT?
See www.blueoceanstrategy.com
WHERE (PROBLEMS)?
Overcrowded Industries
Slow Growing/Matured Sectors
THE METHODOLOGY OF
BLUE OCEAN STRATEGY
(based on W. Chan Kim &
Renee Mauborgne’s book:
“Blue Ocean Strategy”)
WHEN?
See www.blueoceanstrategy.com
WHO?
W. Chan Kim & Renee Mauborgne
Professors at INSEAD
(France)
Authors of “Blue Ocean
Strategy”
OVERVIEW OF
THE METHODOLOGY OF BLUE OCEAN STRATEGY
“How to Create Uncontested Market Space and Make the Competition Irrelevant”
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
16. WHY (PROBLEMS)?
Use of Waterfall Model for
Product Development
Having Little or No Customers:
Product-Market Misfit
HOW MANY? HOW MUCH?
Growing Communities of Practice for
Customer Development Model
Lean Startup Model
WHAT (PROBLEMS)?
9 out of 10 New Products are
Failures (Unprofitable)
High Mortality Rate of Scalable
Startups
HOW (SOLUTION)?
Customer Development Model
(Steve Blank): Customer Discovery;
Customer Validation; Customer
Creation; Company Building
Lean Startup Model (Eric Ries):
Continuous & Rapid Deployment
WHAT NEXT?
See http://steveblank.com/
WHERE (PROBLEMS)?
Scalable Startups especially in
Silicon Valley, California
World of Business (Startups)
THE METHODOLOGY OF
CUSTOMER DEVELOPMENT
(based on Steve Blank’s book:
“The Four Steps
To The Epiphany”)
WHEN?
See http://steveblank.com/
WHO?
Steve Blank
Retired Serial Entrepreneur
Author of “The Four Steps
To The Epiphany”
Creator of “Customer Dev. Model”
Entrepreneurship Professor
OVERVIEW OF
THE METHODOLOGY OF CUSTOMER DEVELOPMENT
“Successful Strategies for Products That Win”
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
17. ITENN
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
BUSINESS MODEL DEVELOPMENT
TOOLS FOR SYSTEMATICALLY CREATING BLUE OCEAN STARTUPS
WISDOMSOURCING MAP
(Rod King)
CUSTOMER DEVELOPMENT
(Steve Blank)
BLUE OCEAN STRATEGY
(W. Chan Kim & Renee Mauborgne)
Blue
Ocean
Startup
Market Types
(Customer Experience
Map)
Value Innovation
VoC
Note
VoC: Voice of Customer
LEAN STARTUP
(Eric Ries)
18. (-): PAIN
(+): DELIGHT
Disruption Spot
Luxury Spot
Strategic
Choice
Key
OMG-Experience:
Undesirable Experience:
Profit Margin
No. of Direct Competitors
(Level of Commoditization)
Blue Ocean
(“Practical Impossibility”)
Luxury Spot
Disruption Spot
Green Ocean Red Ocean
JOURNEY OF
THE BLUE OCEAN STARTUP
3
100%
6
10%
20%
10 (Global)
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
19. (-): PAIN
(+): DELIGHT
Disruption Spot
Luxury Spot
Strategic
Choice
Profit Margin
No. of Direct Competitors
(Level of Commoditization)
COMPANY BUILDING COMPANY SCALING/
ACQUISITION
CUSTOMER CREATION
CUSTOMER DISCOVERY
& VALIDATION
‘CUSTOMER DEVELOPMENT’ JOURNEY OF
THE BLUE OCEAN STARTUP
3
100%
6
10%
20%
10 (Global)
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
20. (-): PAIN
(+): DELIGHT
Disruption Spot
Luxury Spot
Strategic
Choice
Key
OMG-Experience:
Undesirable Experience:
GURUS
Sweet Spot
STARTUP
Blue Ocean
STARTUP
(“Practical Impossibility;
Value Innovation”)
Luxury Spot
STARTUP
(“Existing Market”)
Disruption Spot/
Lean STARTUP
(“Resegmented/Reframed
Market; Lean/No-frills Niche”)
Volcano
STARTUP
Oasis
STARTUP
Green Ocean
STARTUP
Red Ocean
STARTUP
No-Man’s-Island
STARTUP
3
10
6
3
6
10
Ideal Value Space
(Ideal Market/
Ideal Impossibility/
Ideal Tool/
Ideal Universe/
New Market
STARTUP)
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
10 ARCHETYPAL STARTUPS & MARKET TYPES
“What Kind of a Startup Are We? What Kind of a Startup Must We Be? How?”
Differentiation
(Performance)
Cost
21. (-): PAIN
(+): DELIGHT
Disruption Spot
Luxury Spot
Strategic
Choice
Resegmented/
Reframed/Low-cost
Market;
Lean/No-frills Niche
Cost
(Adoption Barrier; Complexity;
Inaccessibility; Delay)
Existing High end-
Market
Performance
(Functionality;
Quality;
Differentiation)
Key
OMG-Experience:
Undesirable Experience:
GURUS
Cost-Performance Map for ‘Market Types’
Collaboratively Design Oh My God-Vision, Strategies, Products, Services, and Business Models
Market Segment (Customer Problem/Goal): ………………………………………………………
Ideal Value Space
(Ideal Market/
Ideal Impossibility/
Ideal Tool/
Ideal Universe/
Entirely New Market)
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
3
10
6
3
6
10
Blue Ocean
Strategy
(“Value Innovation”)
22. ITENNE: ENVIRONMENT
• Competitors/Industry/Economy
• Partners/Complementors
• Investors/Board of Directors
• Public/Society/Enemies/Non-customer
• Government/NGOs/Environment
P: PROCESSES
• Preparing/Searching/Discovering
• Purchasing/Leasing
• Receiving/Delivering/Learning/Installing
• Using/Sharing/Complementing
• Maintaining/Storing/Managing/Disposing
S: SUPPLIERS/MATERIAL E: EMPLOYEES/KNOWLEDGE
ASSETS/CULTURE
GLOBAL VALUE CHAIN
(PERFORMANCE DASHBOARD)
OUTCOMES/GOALS
Customer Value Proposition (Job)
Business Value = Revenue/Cost
Customer Value (Experience) =
Customer Delight/Customer Pain
M: MACHINERY/EQUIPMENT/
FACILITY/LOCATION
C: CUSTOMERS & CONSUMERS
RELATIONSHIPS
Core Customers/Users/Influencers
Peripheral Customers/Users/Influ.
Remote Customers/Users/Influ.
GENERIC ELEMENTS OF GLOBAL VALUE CHAIN
Collaboratively List, Sketch, Organize, and/or Manage Metrics for Elements of Value Chain
GURUS
R: RETAILERS/DISTRIBUTORS/
CHANNELS
Retailers/Distributors/Channels
Place/Warehousing/Location
Promotion/Buzz
Branding/Marketing
Advertising
Selling/Relationship Management
O: OUTPUTS (PRODUCT/
SERVICE)
Product/Service
Pricing
Packaging
Display
Design
Plan
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
23. ITENNE: ENVIRONMENT
Key Partners (KP)
P: PROCESSES
Key Activities (KA)
S: SUPPLIERS/MATERIALS
Key Resources (KR) – Suppliers
R: RETAILERS/DISTRIBUTORS/
CHANNELS
Channels (CH)
O: OUTPUTS (PRODUCT/
SERVICE)
Key Resources (KR) – Product/
Service
E: EMPLOYEES/KNOWLEDGE
ASSETS/CULTURE
Key Resources (KR) – Employees
GLOBAL VALUE CHAIN
FOR “BUSINESS MODEL
CANVAS”: GOALS
Customer Value Proposition (VP)
Revenue Streams (R$)
Cost Structure (C$)
M: MACHINERY/EQUIPMENT/
FACILITY/LOCATION
Key Resources (KR) – Machinery
C: CUSTOMERS/CONSUMERS &
RELATIONSHIPS
Customer Segments (CS)
Customer Relationships (CR)
GLOBAL VALUE CHAIN FOR “BUSINESS MODEL CANVAS”
Visually Observe Similarities and Differences Between Global Value Chain & Business Model Canvas
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
24. ITENNE: ENVIRONMENT
Key Partners (KP)
Record Companies
Original Equipment Manufactur-
ers (OEMs)
P: PROCESSES
Key Activities (KA):
Hardware Design
Software Design
Marketing
S: SUPPLIERS/MATERIALS
Key Resources (KR) – Suppliers
R: RETAILERS/DISTRIBUTORS/
CHANNELS
Channels (CH)
iTunes Store
www.apple.com
Apple Stores
Selected Retail Stores
O: OUTPUTS (PRODUCT/
SERVICE)
Key Resources (KR) – Product/
Service
iPod Hardware
iTunes Software
Content & Agreements
E: EMPLOYEES/KNOWLEDGE
ASSETS/CULTURE
Key Resources (KR) – Employees
Staff
Apple Brand
APPLE INC.: iPod (2001)
Customer Value Proposition (VP):
“A Thousand Songs in Your Pocket”
Revenue Streams (R$): iPod Hard-
ware; iTunes Store; Commissions
Cost Structure (C$): Employees;
Manufacturing; Marketing & Sales
M: MACHINERY/EQUIPMENT/
FACILITY/LOCATION
Key Resources (KR) – Machinery
C: CUSTOMERS/CONSUMERS &
RELATIONSHIPS
Customer Segments (CS)
Luxury Spot; Mass Market
Customer Relationships (CR)
“Lovemark”
Switching Costs
GLOBAL VALUE CHAIN FOR APPLE INC.: iPod
Visually Observe Similarities and Differences Between Global Value Chain & Business Model Canvas
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
25. FOCUS “PIVOT” PROCESS: VALUE INNOVATION TACTICS (What if … E.R.I.C.?) OUTCOME:
FUTURE
(DISRUPTIVE)
BUS. MODEL
BUSINESS/
GLOBAL VALUE CHAIN
GIVEN BUSINESS
MODEL
E:
Eliminate
R:
Reduce/Replace
I:
Increase
C:
Create
INPUT (SUPPLIERS/
MATERIALS/ENERGY)
ELEMENTS
(EMPLOYEES/
MACHINERY)
Staff/
Apple Brand
PROCESS
(Bus. Process/
Strategies)
Hardware Design/
Software Design/
Marketing
OUTPUTS:
PRODUCT/SERVICE
iPod Hardware/
iTunes Software/
Content &
Agreements
RETAILERS/DISTRIB./
CHANNELS
iTunes; apple.com;
Apple Stores/Others
CONSUMERS/
CUSTOMERS (Experience)
Luxury Spot/
Mass Market
ENVIRONMENT
- COMPETITORS (Industry)
- PARTNERS (Complementors)
- INVESTORS (Revenue/Cost)
- PUBLIC/SOCIETY/Enemies
- GOVERNMENT/NGOs
Record Companies/
Original Equipment
Manufacturers
(OEMs)/…
BUSINESS MODEL PIVOT FOR APPLE INC.: iPod - 2001
Collaboratively Design Oh My God-Vision, Strategies, Products, Services, and Business Models
SYSTEM
(INDUSTRY/BUSINESS) GURUS
Market Segment (Customer Problem): ‘Fragmented’ Music ExperienceMission/Vision: “… Apple leads the digital music revolution. …”
26. HYPOTHESES PROBLEMS/
PAIN
(WEAKNESS-
ES/THREATS)
GOALS/Objectives/
Strategies/Tactics/
Initiatives/
Projects
Key Metrics/
Performance
Indicators/
Targets
Business Experiences (Impacts)
Description of BUSINESS/
GLOBAL VALUE CHAIN
Delight
(Revenue)
Pain
(Cost)
S: Suppliers
E: Employees/
Knowledge Assets
Staff/
Apple Brand/
Staffing Cost
M: Machinery/
Infrastructure
Hardware Design/
Software Design/
Marketing
P: Processes Marketing
Sales
Marketing Cost
Sales Cost
O: Outputs
(Product/Service)
iPod Hardware/
iTunes Software/
Content & Agreements
R: Retailers/
Distributors/
Channels
iTunes; apple.com;
Apple Stores/
Other Retailers
C: Consumers/
Customers
Luxury Spot/
Mass Market
High Revenue
(Hardware)
E: Environment Record Companies/
Original Equipment
Manufacturers (OEMs)/…
Commissions
VALUE CHAIN
(“SEMPORCE”)
BUSINESS
ECOSYSTEM
Customer Value Proposition:
“A Thousand Songs in Your Pocket”
BUSINESS VALUE
(PROFIT MARGIN)
BUSINESS MODEL PLAN FOR APPLE INC.: iPod - 2001
Collaboratively Design Oh My God-Vision, Strategies, Products, Services, and Business Models
GURUS
Mission/Vision: “… Apple leads the digital music revolution. …” Market Segment (Customer Problem): ‘Fragmented’ Music Experience
27. ITENN2001
Nike’s PSA Play120 (for customers
who workout; has armband)
Apple iPod (5GB; seamless inte-
gration with iTunes music library
for use on Mac computers)
2002
Apple iPod (20GB; Windows
compatibility; iTunes Music
Store)
1998
Eiger Labs releases MP3 player:
- MPMan F10 (Flash drive
capacity of 32MB)
- Diamond Rio PMP300 (32MB
Capacity)
2006
Mainstream popularity of Music-
phones
2007
Apple iPhone (Multi-touch
screen; etc.)
Apple iPod Touch Phone (Multi-
touch screen; etc.)
1999
Release of Sensory Science Rave
MP 2100 (64MB; voice recorder;
FM tuner)
Creative Labs’ Nomad (docking)
PJB-100 (Internal hard disk: 4.8GB)
EVOLUTION OF
THE DIGITAL MUSIC PLAYER
2000
I2Go eGo (Micro-drive: 2GB;
pocket size; high price)
Creative Labs’ Nomad Jukebox
(6GB; clunky; high quality sound)
2005
Apple iPod (60GB; color screen)
Emerging popularity of music –
telephones: Motorola; Samsung;
LG; Nokia; Sony Ericksson
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
EVOLUTION OF THE DIGITAL MUSIC PLAYER
28. IMPACTS
SYSTEM
VOICE OF THE CUSTOMER IN CORE & PERIPHERAL INDUSTRIES: Hypotheses vs. Reality
CUSTOMER DELIGHT (+) CUSTOMER PAIN (-)
Decision Criteria:
Needs & Barriers
COMPETITORS
Function/
Content/
Perf/
Knowledge
Quality/
Reliability/
Accuracy/
Efficiency
Brand/
Emotion/
Style/Aura/
Prestige
Customization/
Personalization/
Interactivity/
Fun/Entertain.
Cost
(Price)
Inaccessibility/
Unavailability/
Inflexibility/
Friction/Scale
Complexity/
Difficulty/
Support/
Range/Risk
Process
Time/
Delay/
Age
IMPORTANCE
Given Product:
iPod Nano
Hold 1,000
songs (4 GB)
Watch
Photos/Video
High quality Apple Brand Color
Capacity Choice
$149 Pocketable
No Wireless
Connection
Simple to use
Store-Service
Support
24hr Music
Playback
CORE
COMPETI-
TORS:
iPod Shuffle
Hold 240
songs (1 GB)
High quality Apple Brand Color
Capacity Choice
$79 Ultra-pocketable
No Wireless
Connection
Simple to use
Store-Service
Support
12hr Music
Playback
PERIPHERAL
COMPETITORS
iPod Classic
Hold 20,000
songs (80 GB)
Watch
Photos/Video
High quality Apple Brand Color
Capacity Choice
$249 Pocketable
No Wireless
Connection
Simple to use
Store-Service
Support
40hr Music
Playback
REMOTE
COMPETI-
TORS:
iPod Touch
Hold 1,750
songs (8 GB);
Watch Video/
Photos; Multi-
touch Screen
High quality Apple Brand Color
Capacity Choice
Multi-touch Screen
$299 Pocketable
Wi-Fi Connection
Simple to use
Store-Service
Support
22hr Music
Playback
CUSTOMER EXPERIENCE OF COMPETITORS FOR APPLE’S IPOD NANO
GURUS
Market Segment (Customer Problem/Goal): Listen to
Music/View Photos/Watch Videos/Manage Personal Info’
Mission/Vision: “… Apple leads the digital music revolution. …”
29. IMPACTS
SYSTEM
VOICE OF THE CUSTOMER IN CORE & PERIPHERAL INDUSTRIES: Hypotheses vs. Reality
CUSTOMER DELIGHT (+) CUSTOMER PAIN (-)
Decision Criteria:
Needs & Barriers
CURVES
Function/
Content/
Perf./
Knowledge
Quality/
Reliability/
Accuracy/
Efficiency
Brand/
Emotion/
Style/Aura/
Prestige
Customization/
Personalization/
Interactivity/
Fun/Entertain.
Cost
(Price)
Inaccessibility/
Unavailability/
Inflexibility/
Friction/Scale
Complexity/
Difficulty/
Support/
Range/Risk
Process
Time/
Delay/
Age
WEIGHT
(IMPORTANCE)
Given Product:
iPod Nano
Hold 1,000
songs (4 GB)
High quality Apple Brand Color/
Capacity Choice
$149 Pocketable/
No Wireless
Simple to use/
Store-Service
24hr Music
Playback
CUSTOMER
EXPERIENCE
CURVES
10
8
6
4
2
0
CUSTOMER EXPERIENCE CURVES FOR APPLE’S IPOD NANO
How to Zoom In and Out of BUMPs in Core & Peripheral Industries?
KEY -> 1: Low level; 10: Extraordinary level of customer experience iPod Nano
“iPod Shuffle
“iPod Classic
GURUS
Market Segment (Customer Problem/Goal): Listen to
Music/View Photos/Watch Videos/Manage Personal Info’
Mission/Vision: “… Apple leads the digital music revolution. …”
30. IMPACTS
SYSTEM
VOICE OF THE CUSTOMER IN CORE & PERIPHERAL INDUSTRIES: Hypotheses vs. Reality
CUSTOMER DELIGHT (+) CUSTOMER PAIN (-)
Decision Criteria:
Needs & Barriers
TACTICS
Function/
Content/
Perf./
Knowledge
Quality/
Reliability/
Accuracy/
Efficiency
Brand/
Emotion/
Style/Aura
Prestige
Customization/
Personalization/
Interactivity/
Fun/Entertain.
Cost
(Price)
Inaccessibility/
Unavailability/
Inflexibility/
Friction/Scale
Complexity/
Difficulty/
Support/
Range/Risk
Process
Time/
Delay/
Age
WEIGHT
(IMPORTANCE)
Given Product:
iPod Nano
6 8 8.5 2 7 6 3 8
Core Compet.
iPod Shuffle
5 8 8.5 2 4 6 2 5
Peripheral Compet.
iPod Classic
8.5 8.5 8.5 6 9 6 4 9
E: Eliminate
R: Reduce
I: Increase Screen Size
Storage
Quality of
Sound
Fun
Entertainment
Price Thickness
Weight
C: Create Multi-touch
Screen
Digital
Media Hub
Wi-Fi Multi-touch
Navigation
CUSTOMER EXPERIENCE TACTICS FOR APPLE’S IPOD NANO
Collaboratively Design Oh My God-Vision, Strategies, Products, Services, and Business Models
GURUS
Market Segment (Customer Problem/Goal): Listen to
Music/View Photos/Watch Videos/Manage Personal Info’
Mission/Vision: “… Apple leads the digital music revolution. …”
31. FOCUS “PIVOT” PROCESS: VALUE INNOVATION TACTICS (What if … E.R.I.C.?) OUTCOME:
FUTURE
(DISRUPTIVE)
BUS. MODEL
BUSINESS/
GLOBAL VALUE CHAIN
GIVEN BUSINESS
MODEL
E:
Eliminate
R:
Reduce/Replace
I:
Increase
C:
Create
INPUT (SUPPLIERS/
MATERIALS/ENERGY)
ELEMENTS
(EMPLOYEES/
MACHINERY)
Staff/
Apple Brand
PROCESS
(Bus. Process/
Strategies)
Hardware Design/
Software Design/
Marketing
OUTPUTS:
PRODUCT/SERVICE
iPod Hardware/
iTunes Software/
Content &
Agreements
Screen Size; Storage;
Fun; Entertainment;
Thickness; Weight;
Price
Multi-touch
screen; Digital
Media Hub;
Wi-Fi
RETAILERS/DISTRIB./
CHANNELS
iTunes; apple.com;
Apple Stores/Others
CONSUMERS/
CUSTOMERS (Experience)
Mass Market
ENVIRONMENT
- COMPETITORS (Industry)
- PARTNERS (Complementors)
- INVESTORS (Revenue/Cost)
- PUBLIC/SOCIETY/Enemies
- GOVERNMENT/NGOs
Record Companies/
Original Equipment
Manufacturers
(OEMs)/…
BUSINESS MODEL PIVOT FOR APPLE INC.: iPod - 2001
Collaboratively Design Oh My God-Vision, Strategies, Products, Services, and Business Models
SYSTEM
(INDUSTRY/BUSINESS) GURUS
Market Segment (Customer Problem): Commoditized ProductsMission/Vision: “… Apple leads the digital music revolution. …”
32. ITENN4 PART-WISDOMSOURCING MAP 5 PART-WISDOMSOURCING MAP
1 PART-WISDOMSOURCING MAP
CLASSIC VERTICAL MAP PAIN-DELIGHT MAP
2 PART-WISDOMSOURCING MAP
WISDOMSOURCING MAPS:
Family of Wisdomsourcing Maps
(Zoomable Idea Organizers) for
Facilitating Collaboration, Ideas
Management, Creativity, and
Customer Problem Solving
3 PART-WISDOMSOURCING MAP
CLASSIC HORIZONTAL MAP
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
WISDOMSOURCING MAPS FOR
THE BLUE OCEAN STARTUP
Visually Facilitate Collaboration, Ideas Management, Creativity, and Customer Problem Solving
33. ABOUT THE AUTHOR
GURUS
Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
34. Inventor of over 40 Tools for
The Wisdomsourcing Trilogy –
Facilitating work in the areas of
Business Model Development
Business and Strategic Planning
Product & Service Innovation
Performance Management
Inventor of “The Fractal Grid”
This technology, which has US and
International patent-pending, can be
used for visually organizing and
Prioritizing massive amounts of
information such as in search
engines, social networks, and
other communities on the Internet
Visual Problem Solver
Speaker & Consultant on
Business Model Development
Inventor of The Wisdomsourcing
Trilogy, a Customer Problem Solv-
ing Suite for Collaboratively
Designing Oh My God-Strategies,
Products, and Business Models
Founder of the Wisdomsourcing
Group, an online Global Think Tank
for collaboratively improving
customer experiences and resolving
tough dilemmas
Organizer & Coordinator of Wisdom-
sourcing survey involving over 200
professionals from over 30 countries
CONTACT
Dr. Rod King: California, USA
Cell: (559) 248-6230
rodkuhnking@sbcglobal.net
http://twitter.com/RodKuhnKing
B. Eng. (Hons) in Civil Eng.
Master of Infrastructure Planning
Ph.D. in Regional Dev. Planning
Postgraduate Certificate in
Advanced Academic Studies
Over 20 years of experience in
creative problem solving for
multi-disciplinary projects
Dr. Rod King
Visual Problem Solver,
Inventor & Magician
Inventor of first software that
wholly invents magic tricks
Inventor of several magic tricks
Author of “Trickanalyzing the
Close-up Magic of David
Copperfield” & several articles
Winner of several championships
in chess and table-tennis
Founder and former CEO of
Galaxy IT, Inc., a venture-financed
visual search engine business
Major contributor on creativity to
the multi-author book, “Research
Methods for Postgraduates”
Former Lecturer
BIOGRAPHICAL SKETCH
Background Information on Dr. Rod King, Creator of Business Model Development (BMD)
GURUS
35. Copyright 2010. Dr. Rod King. rodkuhnking@sbcglobal.net & http://businessmodels.ning.com & http://twitter.com/RodKuhnKing
• Rod King (2009)
• Global Collaboration
• Visual Problem Solving
• Practical Impossibility Thinking
• Wisdomsourcing Maps
• Wisdomsourcing Canvas
• Customer Experience Map
(Pain-Delight Evaluation of Trade-off)
• Wisdomsourcing Deck
• Manifesto for Wisdomsourcing Game
• Alex Osborne (1953)
• Rules for Brainstorming – No criticism
during idea generation
• ‘Blue Sky’ Thinking and Ideas
• Jeff Howe (2006)
• Crowdsourced Goods and
Information Products
• Off-site Tools for Strategic
Analysis and Problem
Solving
• ‘Ad hoc’ Group
• Unlimited Number of Volunteers
• Peer Production; Documentation
• Open Innovation and Value Chain
• Prosumers: Consumers who participate
like employees/producer in a business
• Competitions; Contests; Prizes
• Recognition; Reputation
• Organic Process
• Online Collaboration
• Collaborative Idea Generation
• 1D-Evaluation; Voting
• Myriad Generated
Ideas
• Offline
• 1 Physical Location
• Formal Group
WISDOMSOURCING
3.
CROWDSOURCING
2.
1.
BRAINSTORMING
EVOLUTION OF WISDOMSOURCINGGURUS
Editor's Notes
BIBLIOGRAPHY
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Kim, W. C.; Mauborgne, R. (2005) Blue Ocean Strategy. Boston: Harvard Business School (HBS) Press.
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Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
Kim, W. C.; Mauborgne, R. (2005) Blue Ocean Strategy. Boston: Harvard Business School (HBS) Press.
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Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
BIBLIOGRAPHY
Barwise, P.; Meehan, S. (2004) Simply Better. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
Collins, J.; Porras, J. (2004) Built to Last. New York: HarperBusiness.
George, M.L.; Rowlands, D.; Price, M.; Maxey, J. (2005) Lean Six Sigma Pocket Toolbook. New York: McGraw-Hill (Kano Analysis, pp. 64-68).
Johnson, M.W. (2010) Seizing the White Space. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (1998) The Balanced Scorecard. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2008) The Execution Premium. Boston: Harvard Business School (HBS) Press.
Kim, W. C.; Mauborgne, R. (2005) Blue Ocean Strategy. Boston: Harvard Business School (HBS) Press.
Markides, C.C. (2008) Game-changing Strategies. San Francisco: Jossey-Bass.
McGrath, R.G.; McMillan, I. (2009) Discovery-Driven Growth. Boston: Harvard Business School (HBS) Press.
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Porter, M.E. (2008) On Competition. Boston: Harvard Business School (HBS) Press.
Zook, C. (2004) Beyond the Core. Boston: Harvard Business School (HBS) Press.
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Bovet, D.; Martha, J. (2000) Value Nets. New York: John Wiley & Sons, Inc.
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Furtwengler, D. (2010). Pricing for Profit. New York: Amacom.
Hamel, G.; Prahalad, C.K. (1994) Competing for the Future. Boston: Harvard Business School (HBS) Press.
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Kaplan, R.S.; Norton, D.P. (2008) The Execution Premium. Boston: Harvard Business School (HBS) Press.
Kim, W. C.; Mauborgne, R. (2005) Blue Ocean Strategy. Boston: Harvard Business School (HBS) Press.
Markides, C.C. (2008) Game-changing Strategies. San Francisco: Jossey-Bass.
McGrath, R.G.; McMillan, I. (2009) Discovery-Driven Growth. Boston: Harvard Business School (HBS) Press.
Mitchell, D.; Coles, C. (2003) The Ultimate Competitive Advantage. San Francisco: Berrett-Koehler.
Mohammed, R. (2010) The 1% Windfall. New York: HarperBusiness.
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Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
Plantes, M.K.; Finfrock, R. (2009) Beyond Price. Austin: Greenleaf Book Group Press.
Porter, M.E. (1998) Competitive Advantage. New York: The Free Press.
Porter, M.E. (1998) Competitive Strategy. New York: The Free Press.
Porter, M.E. (2008) On Competition. Boston: Harvard Business School (HBS) Press.
Silverstein, D.; Samuel, P.; DeCarlo, N. (2009) The Innovator’s Toolkit. New Jersey: John Wiley & Sons, Inc.
Slywotzky, A.J.; Morrison, D. (2001) The Profit Zone. New York: Three Rivers Press.
BIBLIOGRAPHY
Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
http://steveblank.com/2010/02/22/no-accounting-for-startups/
BIBLIOGRAPHY
Kim, W.C.; Mauborgne, R. (2003) Blue Ocean Strategy. Boston: Harvard Business School (HBS) Press.
BIBLIOGRAPHY
Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
BIBLIOGRAPHY
Anderson, C. (2009) Free. New York: Hyperion.
Anderson, C. (2006) The Long Tail. New York: Hyperion.
Bicheno, J. (2000) The Lean Toolbox. Buckingham: Moreton Press.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
George, M.L.; Rowlands, D.; Price, M.; Maxey, J. (2005) Lean Six Sigma Pocket Toolbook. New York: McGraw-Hill (Kano Analysis, pp. 64-68).
Hammond, J.S.; Keeney, R.L.; Raiffa, H. (1999) Smart Choices. Boston: Harvard Business School (HBS) Press.
Keiningham, T.; Vavra, T. (2001) The Customer Delight Principle. New York: McGraw-Hill.
Kiechel, W. (2010) The Lords of Strategy. Boston: Harvard Business School (HBS) Press.
Kurzweil, R. (2005) The Singularity is Near. New York: Viking.
Maney, K. (2009) Trade-off. New York: Broadway Books.
Mullins, J.; Komisar, R. (2009) Getting to Plan B. Boston: Harvard Business School (HBS) Press.
Silverstein, D.; Samuel, P.; DeCarlo, N. (2009) The Innovator’s Toolkit. New Jersey: John Wiley & Sons, Inc.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Anderson, C. (2009) Free. New York: Hyperion.
Anderson, C. (2006) The Long Tail. New York: Hyperion.
Bicheno, J. (2000) The Lean Toolbox. Buckingham: Moreton Press.
Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
George, M.L.; Rowlands, D.; Price, M.; Maxey, J. (2005) Lean Six Sigma Pocket Toolbook. New York: McGraw-Hill (Kano Analysis, pp. 64-68).
Hammond, J.S.; Keeney, R.L.; Raiffa, H. (1999) Smart Choices. Boston: Harvard Business School (HBS) Press.
Keiningham, T.; Vavra, T. (2001) The Customer Delight Principle. New York: McGraw-Hill.
Kiechel, W. (2010) The Lords of Strategy. Boston: Harvard Business School (HBS) Press.
Kurzweil, R. (2005) The Singularity is Near. New York: Viking.
Maney, K. (2009) Trade-off. New York: Broadway Books.
Mullins, J.; Komisar, R. (2009) Getting to Plan B. Boston: Harvard Business School (HBS) Press.
Silverstein, D.; Samuel, P.; DeCarlo, N. (2009) The Innovator’s Toolkit. New Jersey: John Wiley & Sons, Inc.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Anderson, C. (2009) Free. New York: Hyperion.
Anderson, C. (2006) The Long Tail. New York: Hyperion.
Bicheno, J. (2000) The Lean Toolbox. Buckingham: Moreton Press.
Blank, S.G. (2007) The Four Steps to the Epiphany. USA.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
George, M.L.; Rowlands, D.; Price, M.; Maxey, J. (2005) Lean Six Sigma Pocket Toolbook. New York: McGraw-Hill (Kano Analysis, pp. 64-68).
Hammond, J.S.; Keeney, R.L.; Raiffa, H. (1999) Smart Choices. Boston: Harvard Business School (HBS) Press.
Keiningham, T.; Vavra, T. (2001) The Customer Delight Principle. New York: McGraw-Hill.
Kiechel, W. (2010) The Lords of Strategy. Boston: Harvard Business School (HBS) Press.
Kurzweil, R. (2005) The Singularity is Near. New York: Viking.
Maney, K. (2009) Trade-off. New York: Broadway Books.
Mullins, J.; Komisar, R. (2009) Getting to Plan B. Boston: Harvard Business School (HBS) Press.
Silverstein, D.; Samuel, P.; DeCarlo, N. (2009) The Innovator’s Toolkit. New Jersey: John Wiley & Sons, Inc.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Anderson, C. (2009) Free. New York: Hyperion.
Anderson, C. (2006) The Long Tail. New York: Hyperion.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Solution. Boston: Harvard Business School (HBS) Press.
Keiningham, T.; Vavra, T. (2001) The Customer Delight Principle. New York: McGraw-Hill.
Kurzweil, R. (2005) The Singularity is Near. New York: Viking.
Silverstein, D.; Samuel, P.; DeCarlo, N. (2009) The Innovator’s Toolkit. New Jersey: John Wiley & Sons, Inc.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
BIBLIOGRAPHY
Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
BIBLIOGRAPHY
Barnes, D. (Ed.) (2001) Understanding Business. London: Routledge.
Bradenburger, A.M.; Nalebuff, B.J. (2009) Co-opetition. Boston: Harvard Business School (HBS) Press.
Bradenburger, A.M.; Nalebuff, B.J. (2009) The Right Game. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Solution. Boston: Harvard Business School (HBS) Press.
Iansiti, M.; Levien, R. (2004) The Keystone Advantage. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (1998) The Balanced Scorecard. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2004) Strategy Maps. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2008) The Execution Premium. Boston: Harvard Business School (HBS) Press.
McGrath, R.G.; MacMillan, I.C. (2005) Marketbusters. Boston: Harvard Business School (HBS) Press.
Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
Parolini, C. (1999) The Value Net. West Sussex: John Wiley & Sons.
Penn, M.J.; Zalesne, E.K. (2007) Microtrends. New York: Twelve.
Porter, M.E. (1998) Competitive Advantage. New York: The Free Press.
Porter, M.E. (1998) Competitive Strategy. New York: The Free Press.
Porter, M.E. (2008) On Competition. Boston: Harvard Business School (HBS) Press.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Barnes, D. (Ed.) (2001) Understanding Business. London: Routledge.
Bradenburger, A.M.; Nalebuff, B.J. (2009) Co-opetition. Boston: Harvard Business School (HBS) Press.
Bradenburger, A.M.; Nalebuff, B.J. (2009) The Right Game. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Solution. Boston: Harvard Business School (HBS) Press.
Iansiti, M.; Levien, R. (2004) The Keystone Advantage. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (1998) The Balanced Scorecard. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2004) Strategy Maps. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2008) The Execution Premium. Boston: Harvard Business School (HBS) Press.
McGrath, R.G.; MacMillan, I.C. (2005) Marketbusters. Boston: Harvard Business School (HBS) Press.
Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
Parolini, C. (1999) The Value Net. West Sussex: John Wiley & Sons.
Penn, M.J.; Zalesne, E.K. (2007) Microtrends. New York: Twelve.
Porter, M.E. (1998) Competitive Advantage. New York: The Free Press.
Porter, M.E. (1998) Competitive Strategy. New York: The Free Press.
Porter, M.E. (2008) On Competition. Boston: Harvard Business School (HBS) Press.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ
BIBLIOGRAPHY
Barnes, D. (Ed.) (2001) Understanding Business. London: Routledge.
Bradenburger, A.M.; Nalebuff, B.J. (2009) Co-opetition. Boston: Harvard Business School (HBS) Press.
Bradenburger, A.M.; Nalebuff, B.J. (2009) The Right Game. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Dilemma. Boston: Harvard Business School (HBS) Press.
Christensen, C. (2003) The Innovator’s Solution. Boston: Harvard Business School (HBS) Press.
Iansiti, M.; Levien, R. (2004) The Keystone Advantage. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (1998) The Balanced Scorecard. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2004) Strategy Maps. Boston: Harvard Business School (HBS) Press.
Kaplan, R.S.; Norton, D.P. (2008) The Execution Premium. Boston: Harvard Business School (HBS) Press.
McGrath, R.G.; MacMillan, I.C. (2005) Marketbusters. Boston: Harvard Business School (HBS) Press.
Osterwalder, A.; Pigneur, Y. (2009) Business Model Generation. Amsterdam.
Parolini, C. (1999) The Value Net. West Sussex: John Wiley & Sons.
Penn, M.J.; Zalesne, E.K. (2007) Microtrends. New York: Twelve.
Porter, M.E. (1998) Competitive Advantage. New York: The Free Press.
Porter, M.E. (1998) Competitive Strategy. New York: The Free Press.
Porter, M.E. (2008) On Competition. Boston: Harvard Business School (HBS) Press.
Wikipedia. Pleasure Principle. http://en.wikipedia.org/wiki/Pleasure_principle_(psychology)
Wikipedia. TRIZ. http://en.wikipedia.org/wiki/TRIZ