Event 5, which focuses on the activity of "Validate," is the final task of a 5-Day Lean Design Sprint. This presentation provides visual checklists and templates that can be used to facilitate the activity of "Validate."
This document outlines the steps of a Product Design Sprint (PDS) methodology for developing new product ideas. The PDS involves gathering a cross-functional team, understanding user needs, rapidly generating concepts, deciding on a solution to prototype, testing prototypes with users, and iterating the design based on feedback. Key aspects of the PDS include constraining the problem scope, diverging and converging on ideas, creating low-fidelity prototypes, and running multiple short cycles of prototyping and user testing to quickly refine the design. The goal of the PDS is to compress the design process through rapid iteration and validation with end users.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
Quick guide to the Design sprint.
The sprint is a five-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Developed at Google Ventures, it’s a “greatest hits” of business strategy, innovation, behavior science, design thinking, and more — packaged into a battle-tested process that any team can use.
To use the links within the deck - download the presentation and open it in the browser.
Slides from a 3-hour workshop that's intended to teach the principles of Design Sprints. It is NOT a complete design sprint. Certain exercises have been highlighted while others skipped in the interest of expediency.
Rapidly Test Big Ideas: Use the 5-Day LEAN DESIGN SPRINTRod King, Ph.D.
The document presents a 5-day Lean Design Sprint Map for rapidly testing big ideas and achieving goals. Each day focuses on a step in the design sprint process: understanding the problem, diverging solutions, deciding hypotheses, prototyping, and validating. The overall process follows an OTHERS learning loop of observe, think, hypothesize, experiment, and reflect.
This presentation features the activity of "Diverge," which is the second stage of Google Ventures' Design Sprint (DS) Methodology. The presentation contains visual checklists as well as three case studies to facilitate application of the Design Sprint (DS) Methodology when solving big problems as well as testing new ideas.
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
The document describes a Product Design Sprint, which is a 5-phase exercise that uses design thinking to reduce risks in bringing products to market. The 5 phases are: Day 1) understand the design problem through research; Day 2) diverge and develop solutions; Day 3) decide on the best ideas; Day 4) prototype a quick solution; Day 5) validate the prototype with users outside the company. The goal of the Sprint is to quickly build something when a lot is unknown in order to find product/market fit and reduce risks before fully developing or releasing a product.
The document describes the Design Sprint process, which is a time-boxed framework for solving problems through understanding, diverging, building, and testing solutions over the course of a sprint. It provides examples of exercises used in each phase, such as empathy mapping to understand users, storyboarding and prototyping to generate and refine ideas, and assumption mapping to test prototypes and gather feedback. The goal is to increase the chances of creating solutions that people want by involving the team in collaborative problem solving and rapid iteration.
Validate Your Ideas Quickly with Google Design SprintBorrys Hasian
This was presented at Compfest, an annual one-stop IT event held by students of Faculty of Computer Science, University of Indonesia. The deck is about Design Thinking and Google Design Sprint.
Google Design Sprint - Case-Study by MAK3itDaniel Bartel
MAK3IT conducted a Google Design Sprint to test whether it is an effective method for identifying problems and testing solutions. Over five days, the team generated many ideas but the "great" idea was rejected by customers. However, they validated learning about the problem and generated new solution ideas for future sprints. The sprint showed that good facilitation, the right team composition, and focus are keys to success with the Google Design Sprint method.
Discover more to learn detail with google design sprint, great tools to maximize and validate your idea with lack of creativity and enhancing collaboration.
Using a Google Design Sprint as a product superpowerAaron Kovalcsik
At the beginning of the year, our senior leadership team was going product by product and deciding which ones were worth funding and which ones should have their talent re-assigned.
The product I work on from within the Indeed Tokyo tech office rivaled some of the biggest competitors in the market and leveraged a team smaller than most start-ups. Obviously we thought our product was safe from such a massive culling and thought the value of our team was well known within the company.
Unfortunately, that was not the case - and our product was now on the chopping block. The senior leadership team asked us to answer 3 questions: prove that there was a user need for this, prove there was a business need, and prove that there is a roadmap and vision worth investing in.
With our jobs on the line and a product we believed in, we decided to prove that our product was worth continued investment. There were many tools that we could have chosen to do this, but we decided to use a Google Design Sprint as the cornerstone to our strategy for answering these core questions.
Our team undertook coordinating 2 back-to-back sprints that incorporated remote and local participants from marketing, product, customer service, sales, engineering, QA, and UX teams in a truly global effort. In true Indeed fashion, we modified the Google Design Sprint script slightly to fit Indeed's work culture and accommodate local and remote experts.
With this session I will identify where we differed from the sprint book, the effort we undertook to coordinate a global sprint, and the lessons we learned about proving value in a product and defining a long-term vision.
The session itself follows a dramatic story arc detailing how our jobs were on the line, the challenges our team faced coordinating 2 back-to-back global sprints, and the eventual outcome that paves the way for continued investment in our product and a vision.
However, the core concept is that regardless of the outcome of the sprint, we were building a cohesive and cross-functional team that could carry out a product launch from across the org chart successfully. We weren’t just building a product in 5 days - we were building a global team capable of working together to drive a successful product launch.
Using a Design Sprint to Accelerate Innovation - Agile AustraliaRob Scherer
Last year, we worked on a project where we trialled the design sprint process created by Google Ventures.
We’d identified an opportunity. We had a segment of the market that we weren’t serving particularly well and when we had a look around, it seemed that nobody else was either. The area was ripe for disruption and we believed that if we didn't disrupt ourselves, somebody else would.
This talk covers:
1. what a design sprint is
2. some of the modifications we made to the Google Ventures process
3. a few practical tips that might help if you're running your own sprints
So you've ready the Sprint book (or heard about Google Design Sprints) but you're trying to figure out how to actually do that? We'll give you a quick overview along with our tips (note this is much better in person, so reach out if you'd like us to come give a talk).
The document describes a design sprint workshop for improving the way international travelers exchange local and foreign currency. It discusses the design sprint process, which includes understanding user needs through research and interviews, defining the problem, diverging through brainstorming, converging on ideas through voting and prioritization, prototyping top concepts, and validating solutions. The workshop participants will experience a design sprint by designing an Android app for exchanging currency, with deliverables of sketches and user flows. The sprint follows typical stages - understand, define, diverge, converge, prototype, and validate - to collaboratively and quickly design user-centered solutions.
A Design sprint is a time-constrained, five-phase process that uses design thinking to reduce the risk when bringing a new product, service or a feature to the market.
This presentation was prepared for a meetup session hosted by MindLinks.de to inform audience about "Google Design Sprint" and how everyone can use it for their projects. This community in Munich provides a creative space to young professionals and refugees with a shared interest in academic discussions.
Este documento presenta las 5 etapas clave de una retrospectiva de Sprint en Scrum: 1) preparar el escenario, 2) recolectar datos sobre lo que funcionó bien y qué se puede mejorar, 3) reflexionar sobre las causas de los problemas a través de un diagrama de Ishikawa, 4) decidir un plan de acción para solucionar los problemas, y 5) cerrar la retrospectiva resumiendo las conclusiones y compromisos del equipo. El objetivo es que el equipo evalúe su desempeño y mejore de manera continua.
I gave a talk on the role of Design Thinking to leaders in the financial industry. The focus was on user centric thinking to innovate financial products and digital services. (all case material is removed)
Business Model Canvas: GOOD TOOL with BAD INSTRUCTIONSRod King, Ph.D.
Alexander Osterwalder's Business Model Canvas is widely used by entrepreneurs around the world. It is a good tool. However, the Business Model Canvas is not great because it does not explicitly focus on solving the pain of stakeholders. In short, the Business Model Canvas is not a direct tool for pain (problem) solving.
The Business Model Canvas was originally conceived as a 'scorecard' for visually documenting a business model. Consequently, the Business Model Canvas is 'time agnostic:' it can be used for documenting past, present, and future business models. In theory, the Business Model Canvas is a visual synthesis of topics for comprehensively describing a business model or project.
Recognizing the deficit of the Business Model Canvas with regard to pain (problem) solving, several practitioners have tried to modify it as well as add complementary tools and processes. In his Customer Development Stack, Steve Blank adds the process of Customer Development to facilitate pain discovery. He also adds Agile Development (Lean Startup) Method to facilitate experimentation using hypotheses from a "Future (Hypothetical) Canvas."
Ash Maurya has modified building blocks of the Business Model Canvas to suit the mindset and language of "Lean Startup" entrepreneurs as well as directly include the paradigm of pain (problem) solving. Maurya includes building blocks such as for "Problem," "Solution," and "Key Metrics." However, Maurya's building blocks such as "Unfair Advantage" violate the system logic of the Business Model Canvas.
To date, many entrepreneurs are busy completing building blocks of the Business Model Canvas without a clear pain (problem) solving process. The Build-Measure-Learn Loop of the Lean Startup Method can be used with the Lean Canvas. However, to date the process has not been seamlessly integrated with the logic of the Business Model Canvas. So, what are we to do?
This presentation introduces the Pain-Plan-Do-Review (PPDR) Cycle which can be used with or without the Business Model Canvas. Housing the PPDR Cycle is the Community Happiness Canvas which focuses presenting a Pain Solving Question (PSQ) which is answered by using 8 topics of LIST: List of Innovate Salone Topics. The presentation shows correspondences between topics of the Business Model Canvas and Community Happiness Canvas. By using the PPDR Cycle of the Community Happiness Canvas in conjunction with the topics of the Business Model Canvas, entrepreneurs can rapidly solve the pains of stakeholders especially customers.
Integrate One Line Business Modeling & Customer-First Process Improvement: Th...Rod King, Ph.D.
Of late, there seems to be one tool for every business goal or objective. Such proliferation of tools leads to a lot of waste in terms of money, energy, and time that are required to learn and master business tools. The Business Model Strip is a "revolutionary approach" that introduces a master (platform) tool that relates to all business tools. Here, the Business Model Strip or "One Line Business Model (OLBM)" is presented from the perspective of the SIPOC tool.
Should We Burn the BUSINESS MODEL CANVAS and LEAN CANVAS?Rod King, Ph.D.
The document discusses limitations of the Business Model Canvas and Lean Canvas tools and proposes an alternative called the Business Model Strip. The Business Model Strip represents business models as a single "strip" with four nodes: subject, verb, object, and stakeholder. It is argued that this simplified representation allows for more rapid business model mapping, prototyping, and testing compared to the nine building blocks used in traditional canvases. The document also suggests that the Business Model Strip better reflects how all living systems exchange value and receive feedback.
12 Disruption Vulnerabilities of the Business Model Canvas: BUSINESS MODEL CA...Rod King, Ph.D.
This presentation presents 12 "Disruption Vulnerabilities" or Achilles's Heels of the Business Model Canvas. Although the Business Model Canvas serves as a good tool for visually documenting a business model, it is limited in many respects especially with documenting, analyzing, and designing two/multisided markets (platforms). The tool of the Business Model Strip is presented as an alternative that eliminates the Disruption Vulnerabilities of the Business Model Canvas.
The Business Model Strip is designed with a multilevel paradigm so that it can be presented at various levels and in different visual formats. This presentation features the Business Model Strip in "canvas" (tessellation) format with 5 blocks (meso-level) as well as 9/11 blocks (micro-level). Finally, a visual template and checklist for an Exponential Business Canvas are presented.
The Design Thinking division at the University of St. Gallen has been successfully helping companies innovate since 2008. They use the human-centered Design Thinking process pioneered by Stanford to understand user needs through prototyping. The iterative process involves defining problems based on research, ideating solutions, prototyping ideas rapidly, and getting user feedback to refine solutions. The division guides students and companies through this process to generate new business opportunities.
Guest lecture to first year Bachelor of IT students at Queensland University of Technology in unit INB103 Industry insights, 8 March 2013.
Please note: due to the introductory nature of this lecture to the concept many of the resources have been adapted from the Stanford D School cc licensed resources.
This document provides an excerpt from slides for a 2-3 day professional training on design thinking and innovation management. The slides cover the basics of design thinking, including its origins and nature, how it is portrayed in the media, and how it relates to strategic thinking. Design thinking is presented as a way to take an outside-in perspective focused on customer needs and experiences to drive value creation and innovation. The training is intended to help participants better understand design thinking and apply it to innovating without unrealistic expectations. The facilitator also provides strategy advisory and training on other topics beyond design thinking.
"IDEO의 디자인 Thinking"
(Design Thinking from IDEO)
"왜 IDEO는 혁신적인가?"
혁신의 상징, 거대기업들이 끊임없이 배우고자 하는 창의적 사고.
그 중심에는 'Design Thinking'이 있습니다.
IDEO의 사례들과 디자인Thinking의 프로세스를 알아보세요!
창의적인 1%의 비밀노트, Beecanvas 페이스북페이지에서 만나보세요!
- http://facebook.com/beecanvas
슬라이드쉐어에서도 만나보실 수 있습니다.
- https://www.slideshare.net/BeeCanvas
모든 아이디어 발상 테크닉들을 페이지에서 만나보세요!
사진 출처 : https://flic.kr/p/jKqgHD
- Stilte na de brainstorm Impact Hub Amsterdam
원작자 플리커 : https://www.flickr.com/photos/mvonederland/
- MVO Nederland
참고 : http://en.wikipedia.org/wiki/Design_thinking, OPENIDEO
Silicon Valley’s Tools for Translating Startup Ideas into Billion Dollar Comp...Rod King, Ph.D.
This presentation features the POKER-Scorecard which is a shared language and platform for presenting and applying any business tool especially those used in Silicon Valley.
This document is the second edition of "Prototype 1.5.1: The Complete API Reference" published in May 2007. It provides documentation for the Prototype JavaScript framework, which was created by Sam Stephenson in 2005 to ease development of dynamic web applications. The PDF version was created by Josh Clark but the content comes from the Prototype site and its intellectual property of Sam Stephenson and the Prototype core team.
Business Model Strip SCORECARD FOR RADICALLY IMPROVING THE PERFORMANCE OF BUS...Rod King, Ph.D.
This presentation features the Business Model Strip SCORECARD, which is a template for radically improving the performance of business models for startups as well as as established companies. The Business Model Strip Scorecard seamless integrates ideas from the Balanced Scorecard, Strategy Map, and Business Model Canvas as well as over 10 other business tools. Consequently, the Business Model Strip Scorecard offers the most comprehensive tool for managing the performance of business models.
El documento presenta un resumen de las discusiones de un taller sobre cómo fomentar la solidaridad entre las personas. El taller contó con la participación de voluntarios, trabajadores de Cruz Roja y diseñadores. Los participantes definieron la solidaridad y exploraron formas de hacerla más atractiva para diferentes grupos como jóvenes y niños. Se generaron varias soluciones potenciales como plataformas web, programas de hermanos mayores y tarjetas de recompensa por acciones solidarias.
This resume is for Md. Merajur Rahaman, who has a career objective to obtain a challenging position requiring responsibility and commitment to develop his skills. He has experience as an assistant merchandiser and education including a diploma in textile engineering. His skills include working independently and in teams, enduring long hours under pressure, and having a pleasant personality. He has participated in various co-curricular activities and has knowledge of English and Bengali. His interests include traveling, badminton, and helping people.
This document discusses adjectival clauses, which are dependent clauses that modify nouns and pronouns. Adjectival clauses contain a subject and predicate but cannot stand alone as a sentence. Relative pronouns like which, that, who, whose, and whom or relative adverbs like after, before, when, or where are used to introduce the adjectival clause. Examples are provided to illustrate adjectival clauses introduced by relative pronouns and relative adverbs.
The document describes methods for conducting a design sprint, which is a framework for teams to solve design problems in 2-5 days. It discusses the typical stages of a design sprint: understand the problem, define strategies, diverge ideas, decide on ideas, prototype the selected ideas, and validate them with users. It provides examples of specific methods that can be used at each stage, such as conducting user interviews and lightning talks in the understand stage, creating user journeys and defining design principles in the define stage, and testing prototypes with users in the validate stage. The document is intended to help teams plan and facilitate effective design sprints.
Agile innovation Workshop Scrum Day 2013Josef Scherer
This document summarizes an agile innovation workshop covering design thinking, lean startup, customer development, lean canvas, and paper prototype MVPs. The workshop introduces concepts like design thinking processes, the lean startup methodology of build-measure-learn, customer development phases from problem discovery to sustainable growth, using a lean canvas to outline key business model elements, and creating paper prototypes as minimum viable products to test assumptions. Participants practice techniques like creating assumptions to test, filling out lean canvases for ideas, pitching product concepts, and designing paper prototypes to validate hypotheses. The goal is to help participants apply agile and lean methodologies to innovation and new product development.
This document discusses various usability methods that can be used at different stages of electronic medical record (EMR) development to improve usability. It describes contextual inquiry, personas, use case scenarios, requirements gathering, user stories, prototyping, card sorting, concept exploration, usability testing, incorporating user feedback, and maintaining design intent. Implementing usability methods early in the development process is most cost-effective, as it allows findings to be incorporated before significant code is written. While usability adds costs, it can provide measurable benefits like improved productivity, satisfaction, and safety.
The document provides an overview of various software development processes and models, including traditional waterfall and iterative models as well as agile methods like Scrum and Extreme Programming (XP). It discusses key aspects of each approach such as phases, roles, meetings, practices, and values. The document aims to introduce different process options and considerations for developing software.
Why Can't We All Just Get Along? Improving Designer/Developer CollaborationAllison Corbett
This document discusses improving collaboration between designers and developers on agile teams. It begins by debunking common myths that designers and developers have about each other. It then provides tips for improving the collaboration process, such as getting design work done before development starts and using tools like sketching, paper prototypes, and wireframes. The document concludes with tips for designers, developers, product owners, and scrum masters to foster collaboration, such as involving all roles in requirements gathering, providing constructive feedback, and maintaining respect.
There's a lot of content available about design sprints; what they are, how to run them, why they are useful. Key to them being successful is having a diverse team, including engineers. Very little of the content available covers the important role engineers play at this stage of product creation.
IIBA and Solvera May Event - Testing w Agile slidesSaskatchewanIIBA
The document discusses agile principles and practices for software development and solution delivery. It outlines how scrum can be applied to both areas, including establishing story-level and unit tests, iterative development through sprints, and acceptance of features by business stakeholders. For solution delivery using packaged software, additional challenges are test automation and defining the product manager role given pre-existing packages.
Make It Fast: Delivering UX Research to Agile TeamsUXPA Boston
One of the biggest challenges facing UX designers working with agile teams is providing user research in a quick, effective way. Design sprints take less time than in the past and development makes it difficult to slip user feedback into the mix. Traditional research takes time to design, set up, recruit for, run and analyze. Since that could span several sprints, “traditional” research simply doesn’t work in today’s rapid pace development, and the user experience suffers. Many organizations are tackling this challenge.
We’ve brought together 4 panelists who are using methods to address the issue of rapid UX research. Panelists come from both in-house teams and agencies. We’ll share our approaches and offer practical advice about how to do it, why it works and what could be improved. We’ll cover both unmoderated tests and more traditional moderated tests. You’ll learn some new approaches and get a chance to ask questions or share your own experiences.
I participated in Marty Cagan's Silicon Valley Product Group Workshop on How To Create Products Customers Love in San Francisco Oct 27-28, 2015. The following year I participated in Jeff Patton and Jeff Gothelf's Smart Scrum Product Ownership workshop in New York City September 15-16, 2016.
Our R&D department at Procore Technologies, Inc. asked me to share lessons from these workshops in a 20 minute lunch and learn format. It was a fun exercise to go through the workbooks and notes to pick out what I thought were valuable themes to share with others. I shared the presentation slide deck with Marty, Jeff, and Jeff and they encouraged me to post on SlideShare. This presentation summarizes what I thought were some of the compelling and useful messages from the workshops.
I participated in Marty Cagan's Silicon Valley Product Group Workshop on How To Create Products Customers Love in San Francisco Oct 27-28, 2015. The following year I participated in Jeff Patton and Jeff Gothelf's Smart Scrum Product Ownership workshop in New York City September 15-16, 2016.
Our R&D department at Procore Technologies, Inc. asked me to share lessons from these workshops in a 20 minute lunch and learn format. It was a fun exercise to go through the workbooks and notes to pick out what I thought were valuable themes to share with others. I shared the presentation slide deck with Marty, Jeff, and Jeff and they encouraged me to post on SlideShare. This presentation represents what I thought were some of the compelling and useful messages from the workshops.
The document provides an overview of product management including defining product management, the product development cycle, and key aspects of product strategy, design, development, and launch. It emphasizes the importance of user research, testing hypotheses with users, and aligning stakeholders while constantly measuring progress towards goals.
The document provides an overview of software development methodologies and best practices used in corporate America. It discusses waterfall and agile methodologies, emphasizing agile's benefits like constant delivery of small features, transparency, and adaptability. It also covers topics like source control using Git, code quality practices like testing and code reviews, and considerations for applying agile principles in a research lab setting.
Erste Bank — How to Cut off Development Times & Get Feedback From Real Users,...Agile Austria Conference
The talk will be showing through examples how to get immediate feedback from real users while skipping the development period and use Design Sprints and prototyping for it. It shows the benefits of getting user experience first and how to incorporate this in real products development life while living the Scrum cycles.
ANI | Agile Mindset Day @Gurugram | Agile Planning: Effective Practices and C...AgileNetwork
Harpreet Singh is an experienced agile coach who provides training and consulting on agile planning and sustainable development practices. He discusses how agile planning differs from traditional planning by not requiring upfront detailed documentation and instead focusing on collaboration. Singh also covers the paradigm shift from plan-driven to value-driven approaches, different levels of agile planning, and challenges that can lead to unsustainable development like focusing only on the next release without preventing defects. He advocates for practices like continuous integration, automated testing, and retrospectives to achieve sustainable development.
1. The document outlines a Lean UX workshop process involving 4 steps: developing hypothesis statements, collaborative design, developing minimum viable products (MVPs) to test hypotheses, and continuous feedback and research.
2. In step 1, participants form groups to identify problems and write hypothesis statements to guide their work.
3. Step 2 involves collaborative design activities like brainstorming ideas and designing prototypes based on feedback.
4. In step 3, groups create low-fidelity MVPs to test with users and stakeholders.
5. Step 4 has groups conduct user interviews and research to iterate their MVPs based on continuous feedback.
The document discusses the prototyping model as an evolutionary process model for software development. It involves quickly planning, designing, and constructing a prototype that can be deployed to gather feedback from stakeholders. This iterative process allows requirements to become better defined through feedback until the prototype satisfies stakeholders' needs. Some limitations are that prototypes focus less on quality and maintainability, and compromises may be needed to develop prototypes quickly.
The engineering method is a systematic 6-step approach used to solve problems: 1) Idea - defining the problem, validating value, and identifying customers; 2) Concept - generating models to meet customer needs; 3) Planning - defining implementation plans; 4) Design - translating requirements into specifications; 5) Development - creating prototypes through iterative testing and debugging; 6) Launch - releasing the design for production after testing is complete. The process is iterative, with testing occurring throughout development to refine designs until customer expectations are met.
Topic: UI/UX DESIGN IN AGILE PROCESS
Why do we integrate design into our Agile process?
As we all know, the Agile Manifesto is well-received and successfully adopted as it is today thanks to the 12 underpinning principles. While “good design” is one main reason that “enhances agility”, “Agile processes promote sustainable development”.
At Axon Active, it’s important for us to do everything Agile and work with one another collaboratively in Collaboration Model. It gets people on the same page, makes everyone engage more with the product, encourages them to share more creative ideas, and gives them the flexibility they need to improve themselves.
Indeed, Designers and Developers can collaborate more closely and effectively, and subsequently integrating design into Agile process will yield numerous benefits.
For that reason, Scrum Breakfast Da Nang this October will be the very chance for you to learn:
• How to successfully integrate design into Agile process in practice
• How different Collaboration Model is from traditional model
• The benefits of Collaboration Model when done correctly
Similar to Google’s 5-Day Design Sprint: Event 5 – VALIDATE (Customer Behavior/Prototype's Value) (20)
FRACTAL GRIDDING: A Visual Technique for Managing Personal, Enterprise, and N...Rod King, Ph.D.
This presentation introduces the WHY, WHAT, and HOW of the Fractal Gridding Technique, which is an invention of Dr. Rod King. Fractal Gridding and in particular, the 3x3 Fractal Grid, can be used for effectively and efficiently organizing, managing, and tracking ideas everywhere: at School, Home, Outdoors, and Work (SHOW). The goal of daily using Fractal Gridding is to rapidly become a lifelong EPIC Learner. "EPIC" is an acronym for "Exponential Productivity, Innovation, and Creativity."
Way to go lifelong EPIC Learner!
And good long in your journey.
Build a Culture for Rapidly Achieving BALANCED GREATNESS Everywhere: A Case S...Rod King, Ph.D.
This presentation features the methodology of Ambifragile Project Planning & Execution (APPEx) which aims to facilitate the building of a Balanced Greatness culture everywhere. A case study on APPEx is presented using information from the 2018 mayoral campaign in Freetown (Sierra Leone) of candidate Yvonne Aki-Sawyerr. This presentation illustrates how APPEx can be used not only in reframing and visually presenting the vision of any political campaign but also in translating into reality and through projects a candidate's vision, strategy, and conceptual plan for achieving Balanced Greatness. Also, the APPEx methodology offers brain-friendly tools and graphic organizers such as the 1-Page Vision-Strategy-Plan and 1-Page Ambifragile Project Plan that can be used to rapidly discover and solve pains in any domain as well as at personal, team, and societal levels. The approach of APPEx visually synthesizes the world's best tools for visually collecting, organizing, managing and evaluating information in projects at any level or scale.
PS: I'd like to note that although the presentation uses material from the campaign of mayoral candidate Yvonne Aki-Sawyerr, she neither ordered this presentation nor endorses it. This case study is purely academic and meant to illustrate how the APPEx methodology can be used to rapidly build a culture for achieving Balanced Greatness everywhere on the planet especially in Sierra Leone and starting from Freetown, her capital city.
APEx Meta-Platform: Rapidly Document, Organize, Manage, and Solve NATIONAL SE...Rod King, Ph.D.
Nowadays, business is suffering from what I call the "Tower of Babel (TB)" phenomenon: there are too many disparate or fragmented business tools. Each business tool appears to have a language of its own so that communication between users of different tools is fraught with great difficulties. This situation is reminiscent of the Tower of Babel event which is described in the Bible.
But, how can one eliminate the Tower of Babel phenomenon regarding business tools and their uses? Conceptually, the ideal solution involves use of an "operating system" or a platform that permits application of every tool while eliminating their trade-offs. An ideal solution is the Adaptive Planning & Execution (APEx) platform which is featured in this presentation. The APEx Platform can be used to rapidly organize, manage, and present problems as well as solutions for greater national security and prosperity.
SUPPLY CHAIN CANVAS: Deliver “10x Faster, Better, and Cheaper Solutions” for ...Rod King, Ph.D.
The guaranteed survival of any organization today depends on its ability to deliver "exponential solutions" and in particular, "10x Faster, Better, and Cheaper Solutions" than traditional ones. This Ideal Value Proposition is highly desirable by many organizations. However, the big question is: "How does one create and deliver "10x Faster, Better, and Cheaper Solutions" for stakeholders?
This presentation introduces the tool of the Supply Chain Canvas. Building on the concept of the classic supply chain which involves four categories of stakeholders (Supplier; Provider; Customer; Consumer), the Supply Chain Canvas uses the concept and tool of the Business Model Strip to link the stakeholders to form a fractal supply chain. The resulting diagram, which is called a "Supply Chain Canvas," can be used to rapidly map, analyze, improve, design, and manage supply chains as well as business models. Included in this presentation are examples of how the Supply Chain Canvas is applied to the non-governmental sector as well as private sector.
Can BUSINESS MODEL HACKING Instantly Save the National Defense & Intelligence...Rod King, Ph.D.
Business Model Hacking (BMH) is a methodology that uses business models as the unit of analysis to rapidly discover and eliminate pain points in systems, projects, or business models. It integrates strategic planning, business model design, and project management. BMH utilizes various mapping and visualization tools, including a 2x2 Value Engine Map, 9-Box Value Engine Map, Business Model Canvas, and Problem Solving Theater technique. These tools help identify different positioning strategies and business models.
STUDENTSOURCING:A Mini-Case Study on “Hacking for X (H4X)” Programat Stanfo...Rod King, Ph.D.
The document describes the "Hacking for X (H4X)" program at Stanford University as an example of "StudentSourcing", which is a term coined by the author to describe outsourcing problems to student teams. The H4X program creates student teams to develop solutions for challenges in various sectors. The remainder of the document provides an example problem from the defense sector regarding detecting illicit maritime activities, and presents tools like the "Problem Solving Theater" for organizing problem details and potential solutions.
2x2 Value Engine Map: Instantly Revolutionize Product Pitching, Business Stra...Rod King, Ph.D.
This document presents the 4-Box Value Engine Map, which outlines 4 positioning strategies/business models for products, businesses, industries, or systems. The strategies are: Blue Ocean (value innovation), Red Ocean (commoditization), Luxury Spot (differentiation), and Disruptive Innovation (low cost and good enough). It also includes sections to identify the Big Urgent Market Pain, Job To Be Done, and Ideal Value Proposition.
BUSINESS MODEL CANVAS: A Good Tool With Bad Instructions? Get Free Preview of...Rod King, Ph.D.
This document describes the author's first encounter with the Business Model Canvas. It began as an accidental discovery during an online search for business modeling tools. The author joined a community called the Business Model Hub that was co-creating a book on business modeling led by Alexander Osterwalder. At the time there were around 150 members, growing to 470 from 45 countries in the final published book. The author was interested in co-creating the book because of their work on business modeling and universal pain solving. The author had previously developed the SEMPORCES model as a way to describe any business ecosystem using 9 building blocks. Upon joining the Business Model Hub, the author realized Osterwalder had developed the Business Model Canvas using 9
Universal Business Modeling Template & Language for Venture Capitalists, Scal...Rod King, Ph.D.
This presentation features the Business Model Strip, which is a universal business modeling template. The Business Model Strip provides a common visual language for mapping the topics of every business model template on the planet. Consequently, using the Business Model Strip facilitates conversations on business model innovation and improvement between users of differing templates such as the Community Happiness Canvas, Business Model Canvas, Lean Canvas, and Business Model Matrix.
Two Steps for Rapidly Eliminating Pain in Every Business, Non-Profit Organiza...Rod King, Ph.D.
This presentation features an approach for Standard Pain Solving (SPS) in any domain. The Standard Pain Solving Methodology involves two steps: 1) Ask a Pain Solving Question (PSQ) in the format of "How Might We Eliminate Pain (HMWEP) of X?" 2) Use the Business Model Strip to Iteratively Answer the Pain Solving Question.
Flourishing Business Canvas vs. Total Happiness Canvas: Similarities and Diff...Rod King, Ph.D.
I recently came across the Flourishing Business Canvas and I'm struck by its conceptual rigor which is similar to that of the Total Happiness Canvas that I developed. The Flourishing Business Canvas was developed by Antony Upward.
Rod King's Total Happiness Canvas involves an application to business modeling of Albert Einstein's idea of a SpaceTime continuum. SpaceTime is defined by two question-tags: When (Time) and Where (Space or System). The four question-tags of Who, What, How, and Why define a system including its impacts or value (negative and positive).
Integrated with the Total Happiness Canvas is a heuristic for universal pain (problem) solving and learning, that is, the Pain-Plan-Do-Review (PPDR) Cycle. This heuristic draws upon the learning cycle of Plan-Do-Review as well as Deming's Plan-Do-Check-Act (PDCA) cycle for continuous improvement. Addition of a "Pain" dimension to the latter cycle expands the aforementioned heuristics to a cycle for pain (problem) solving.
In this presentation, I present side-by-side topics of the Flourishing Business Canvas and the Total Happiness Canvas. In this way, similarities and differences between the two canvases can be quickly seen.
There are two major differences between topics of each tool. First, the topics of the Total Happiness Canvas are driven by a question-and-answer framework. In particular, the Total Happiness Canvas is driven by a Pain Solving Question (PSQ) that must first be formulated. The basic format of the PSQ is: "How Might We Eliminate Pain (HMWEP) of 'X'?' It's important to note that 'X' can be any theme, topic, or issue. The PSQ is then iteratively answered by going through the Pain-Plan-Do-Review (PPDR) Cycle. Tools like the Business Model Canvas, Lean Canvas, and Flourishing Business Canvas serve as 'scoreboards' while iteratively answering the PSQ.
The second main difference is that the Total Happiness Canvas is a visual "plug-and-play" platform that provides a Universal Pain Solving & Project Management (UPSPM) process for achieving goals in any domain. All business tools can be used in conjunction with the Total Happiness Canvas. Consequently, the Total Happiness Canvas can be used for "playing" the tool of the Flourishing Business Canvas. While using the process of the Total Happiness Canvas, the Flourishing Business Canvas acts as a visual information manager or 'scorecard' for organizing and managing ideas on each topic within the framework of UPSPM.
Finally, when used with the Total Happiness Canvas, many tools such as in Design Thinking, Six Sigma Methodology, Lean Startup Method, and Theory can be seamlessly applied using the Flourishing Business Canvas. The framework of the Total Happiness Canvas allows many and varied pain (problem) solving tools to be mixed and matched.
Family of 4 Visual Templates for the TOTAL HAPPINESS CANVASRod King, Ph.D.
The first 'canvas' tool, which I encountered in business, was the Strategy Canvas in the toolkit of Blue Ocean Strategy. The Strategy Canvas involves the plot of Value Curves for organizations (businesses) in the Red Ocean as well as Blue Ocean. After the Strategy Canvas came the tessellation of the "Business Model Canvas that was developed by Alexander Osterwalder.
The Business Model Canvas is a 'phenomenon' in the business community especially for startups. The Business Model Canvas is used worldwide and has spawned countless variations of its tessellation. The Lean Canvas by Ash Maurya is the most popular variant of the Business Model Canvas.
The tessellated format of the Business Model Canvas has many advantages including the facilitation of collaborative visual presentation of business model ideas both horizontally (on a table) and vertically (on a wall). However, the tessellated template has 'straight-jacketed' how people think about the visual structure of a business model. A large majority of people now think that a tessellation is the only format for visually presenting a business model. Such thinking has serious disadvantages, for the topics of a business model are "nodes" that can be expressed in a wide variety of graphical formats such as in a chain, tree (Mind Map), and network.
In this presentation, the four nodes (Pain-Plan-Do-Review) of the Total Happiness Canvas or Pain-Plan-Do (PPDR) Cycle are presented using a family of visual templates: Chain; Macro-canvas; Tree; Network. The format of the Macro-canvas consists of 5 macro-blocks. There is strong structural correspondence between the visual format of the Macro-canvas and that of the Business Model Canvas which consists of 9 building blocks. The "Pain" block of the Macro-canvas can be decomposed into three blocks of the Business Model Canvas: Customer Segments; Customer Relationships; Channels. In a similar manner, the "Do" block can be decomposed into three blocks of the Business Model Canvas: Key Partners; Key Activities; Key Resources. The same decomposition principle applies to the Lean Canvas as well as other canvases.
By introducing flexibility and variation in visually presenting the topics that describe a business model, we can take advantage of the strengths of other visual templates while minimizing the inherent weakness of a tessellated format. Further, we can develop agility in visual communication by freely having conversations using different visual templates for business models.
Rapid Organizational Improvement (ROI): Instantly Xray Every For-Profit and N...Rod King, Ph.D.
Business modeling tools such as the Business Model Canvas and Lean Canvas are complex, expensive, and time-consuming to learn especially when modeling platforms (two/multisided markets). Consequently, such modeling tools are ill-suited for Non-Profit Organizations which are inherently platforms.
This presentation introduces the COPS Diamond ("Xray") technique which can be used to instantly model For-Profit Organizations as well as Non-Profit Organizations. Using the COPS Diamond saves organizations money, energy, and time especially in change management projects.
Total Design Thinking (TDT) Platform … for Exponential Learning Entrepreneurs...Rod King, Ph.D.
Ignorance is perhaps the biggest obstacle towards achieving insanely great goals, dreams, and visions. We like to think that we know how to achieve our insanely great goals, dreams, and visions. However, judging by the dismal failure rate of goal achievement (at least, 90% of goals are not achieved every year), the large majority of people still lack the knowledge for achieving their goals. And self-help books with their platitudes and cliches are not of much help either. So, what are we to do?
The high level or conceptual solution is to eliminate ignorance especially regarding the obstacle that prevents someone from achieving his or her goal. A more concrete solution is to take action to remove the obstacles of ignorance. But how?
For over 20 years, I've been studying how "Exponential Learners" remove the obstacles of ignorance. It's amazing that "Exponential Learners" use and master a simple process that can fit in and on one's hand. The process is called "Exponential Learning" and it differs from the conventional process of "Linear Learning." While Linear Learners use "pipes" or sequential learning, Exponential Learners use "platform" or networked (integrated) learning.
The process of "Exponential Learning" consists of two parts. The first part deals with a Pain Solving Question (PSQ) and the second part deals with the Pain-Plan-Do-Review (PPDR) Cycle. The elements of the PPDR Cycle are allocated to the fingers of a hand as follows: Pain (Index finger); Plan (Middle finger); Do (Ring finger); Review (Little finger). The thumb is associated with the Pain Solving Question (PSQ). In principle, that's all you need to continuously eliminate ignorance in any domain. And there you have it ... the five blocks of the Total Design Thinking (TDT) Platform ... also known as Community Happiness Canvas or Hand Mapping ... fitting on one hand.
This presentation introduces the Total Design Thinking Platform and its five building blocks, which constitute the Total Design Thinking Cycle or Total Happiness Canvas. Examples are presented on how to use the Total Happiness Canvas, Hand Map, or Total Design Thinking Cycle.
Case Study on Applying the COMMUNITY Happiness Canvas to a Real-life Innovati...Rod King, Ph.D.
This presentation contains a simple case study on how to apply the Total Happiness Canvas and in particular, the COMMUNITY Happiness Canvas in a project. Here, the main use of the COMMUNITY Happiness Canvas is to visually collect, organize, and process ideas using the Pain-Plan-Do-Review (PPDR) Cycle which is illustrated on the COMMUNITY Happiness Canvas.
1-Page Adaptive Planning & Execution (APEX) for RAPIDLY WINNING MILITARY & BU...Rod King, Ph.D.
Today, Nearly every environment in business, war, and life can be described as exhibiting VUCA. Originated after the Cold War by the US Army War College, VUCA is an acronym that refers to Volatility; Uncertainty; Complexity; Ambiguity. On the basis of VUCA, the US military is transforming its paradigm of Strategic Planning. It now adopts the paradigm of Adaptive Planning & Execution (APEX). Presented in this document is a 1-Page Visual Template for facilitating APEX in war as well as in business and life.
BUSINESS MODEL ENGINE Culture vs. BUSINESS PLAN Culture: Who Will Win this Cl...Rod King, Ph.D.
Today, there is a growing dichotomy in organizational culture regarding the planning, organization, and management of new business projects. Established companies have a "Business Plan" culture where improvement projects are approved and implemented based on a business plan. Established companies focus on business model improvement and scaling. In contrast, startups are eschewing the traditional business plan and focusing on visually presenting and managing emerging, innovative (yet-to-be-discovered but potentially highly profitable and disruptive) business models or "business model engines." Below, I present the two apparently conflicting cultures. Who Will Win In this Clash of Cultures Especially in Your Organization?
Today, many growing organizations are ambidextrous: they have improvement projects as well as innovation projects. The common wisdom as espoused by proponents such as Steve Blank is that improvement projects require different tools from innovation projects. This author humbly disagrees. Both improvement and innovation projects have the same goal: Continuous Pain Solving & Learning (CPSL).
In improvement projects, CPSL deals with routine or "tame" pains. In innovation projects, deals with novel or "wicked" pains. A universal pain solving platform can therefore be used for discovering and managing both tame and wicked pains.
In this presentation, the XP Gameboard is presented as a visual platform that can be used for CPSL in both improvement and innovation projects. The XP Gameboard is driven by the pain solving and learning cycle of PPDR: Pain-Plan_Do-Review. Real-life case studies are presented on how to use the PPDR Cycle.
Experiment (XP) Gameboard: How Great Organizations Rapidly Solve Problems, Le...Rod King, Ph.D.
This presentation features the Experiment or "XP" Gameboard, the function of which is to help organizations rapidly solve problems, learn, and get (risky) projects done. Two formats of the XP gameboard are presented: circular and tabular formats.
The XP Gameboard is shown to be a visual platform that seamlessly integrates several tool for solving problems as well as documenting, organizing, managing, and planning projects. Use of the XP Gameboard is demonstrated with examples of projects in Sierra Leone as well as the USA.
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57. Pain/Delight (-/+): ….....
WHERE
Space
WHAT
Product
WHO
Customer
HOW
Provider
WHY
Profit
(Value)
Problem
SoluVon
Hypotheses
Prototype
ValidaVon
1 2 3 4 5
Understand Diverge Decide Prototype Validate
WHEN
Time
Event 5 – Validate
SYSTEM: Design Sprint Roadmap (Agenda) - Deliverables
Design Sprint (DS) Map
Rapidly Test Big Ideas and Achieve Big Goals
World-class Coaching on Design Sprint (DS) Map & Master of Business Model Engineering (MBME). Design Map Strategist
Dr. Rod King. rodkuhnhking@gmail.com & @rodKuhnKing
POSITIVE PATTERNS
LONG-TERM GOAL
(VISION/STRATEGY)
NEGATIVE PATTERNS NEUTRAL PATTERNS
Big Goal/Job To Get Done (JTGD): ...................................................
131. A: ACQUISITION
q Sign Up Page
A: ACTIVATION
q Customer Experience
Page
R: RETENTION
R: REVENUE
R: REFERRAL
E: ENGAGEMENT
q Marke7ng Page
World-class Coaching on Design Sprint (DS) Map & Master of Business Model Engineering (MBME). Design Map Strategist
Dr. Rod King. rodkuhnhking@gmail.com & @rodKuhnKing
Pain/Delight (-/+): ….....
INTERVIEWEE:
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CUSTOMER EXPERIENCE
JOURNEY
Blue Bohle Coffee’s Storyboard of Customer Journey: Interview Notes (Structured)
Rapidly Test Big Ideas and Achieve Big Goals
Big Goal/Job To Get Done (JTGD): ...................................................