Posts tagged ‘innovation’

August 4, 2017

What is Digital Transformation? And why culture matters?

Everyone is talking about digital transformation: the news are filled with data and stats around massive investments in digital technology and in the need to transform businesses.

The IDC report 2017 estimates that worldwide spending on digital transformation technologies will grow to more than $2.1 trillion in 2019, while a Forrester study says that 57% of organisations say that implementing key digital technologies is critical to enabling their digital business. Nevertheless a Sloan Review Survey shows that respondents rated “current IT systems” as the third biggest obstacle to achieving digital transformation.

The relation between digital, IT systems, and digital transformation is still blurred in most cases. Today digital transformation is far too often confused with Digitalization or with Digitization with a strong focus on technologies or platform. In many cases, organisations still believe that digital transformation is achieved by implementing a single platform that could magically transform the whole organisation.

Unfortunately that is wrong and it’s misleading.

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February 20, 2017

Millennials are going beyond the individualistic BabyBoomers

img_20170216_182627964I have been reading a lot about Millennials, this new breed stemming from the digital age.

Were these Millennials so much different?

I, as a GenX, could easily relate to what I was reading and did not realise the real gap until I had the opportunity to directly compare the ways of thinking, the value systems, attitudes, and mental models, of Millennials and Baby Boomers.

The opportunity came through some workshops I facilitated to explore how customers felt about brands and their experience as consumer and shopper.

I decided to run the workshop using Lego Serious Play, a facilitation method that asks participants to build metaphorical models with Lego bricks to answer specific challenges and questions.

The method is based on narratives and storytelling, and participants are the only one who hold the interpretative keys to decode the metaphors and stories kept in their model. After building their model to answer the question, participants share their stories and their models with everyone, explaining the meaning of their models and sharing their views and perspectives on the issues I was investigating.

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May 20, 2016

The relationship between Business & Design: the Lego Serious Play case

The relationship between business and design has gone through deep changes in the past years. We are assisting at a convergence between business and design lead by the formalisation and adoption of design thinking and the revelation that good design is good business: many approaches from design have migrated into business and management enhancing the potential of business focused companies.

But there is a very special case of a method that was developed as an answer to a business need that has successfully migrated to design practices.

This is the case of Lego Serious Play: developed from the ’90s to improve the quality of strategic development meetings it has now been adopted by design companies to enhance creative processes, collaboration among different department, promote co-creation and participative design that includes customers, users, designers, and stakeholders.

Presented at #CassCreativity Seminar series on May 4th 2916, you can watch the whole Storyfy from this Link.

October 25, 2015

The UX mindset: a quest for values and meanings

UX mindset

UX is a mindset that connects strategy and design through the understanding of what is valuable and meaningful both for the users and the organisations. And in such a scenario, research is the link that allows organisation strategies to become experiences.

In an experience economy the value of a product or a service is not anymore limited to a price tag, but it is determined by the quality of the experiences delivered. This implies that organisations need to shift their focus from the product to embrace the intangible experiential elements and shape those elements to support the wider strategy through an effective and meaningful engagement with the users.

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July 5, 2015

From bricks to innovation

Unleash playfulness

Unleash playfulness

Lego bricks are a fascinating tool. Mostly considered a creative and engaging toy, they are much more than that. What is a toy that enhances children’s creativity and imagination, becomes a tool to enhance understanding and explore opportunities in business.

There is an increasing interests in anything that is LEGO: from the business case of a company that employed co-creation and changed a negative trend in the ’90s into a global success.

And there are an increasing number of applications that are exploiting the simplicity of systemic bricks that can be combined in countless ways and gain a number of different meanings based on individual narratives and stories.

Bricks are natural story maker tool: children imagine adventures while playing and building objects. And so do adults, although they may need some help.

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March 29, 2015

Conversations, Experience Economy, UX, metaphors, & LSP

[Thoughts after Mex15, Slides at the end]

Markets are conversations

Markets are conversations

It was back in March 1999 when a group of forward thinking people published a revolutionary book based on 95 thesis that explained that the old business models were disrupted by internet and technologies. They said that markets were conversations,they explained that it was time to start listening to the consumers and to engage in conversations.

The book, The Cluetrain Manifesto, was a revolutionary and visionary text that clearly saw the direction technologies were taking society and the business.  Internet and technologies dramatically changed in these 16 years, but every change reinforced the thesis of the Cluetrain Manifesto, proving how old business models were obsolete and could lead companies and business into a quick obsolescence.

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August 9, 2014

Co-creating user experiences through users’ engagement and empowerment

cocreation & UX © P. Bertini

cocreation & UX

In the past few years, we have assisted to a sort of divorce between users and organisations: technology has bought in a wide range of new behaviours and opportunities that companies are not always able to follow or predict. Most innovative projects fail because it’s difficult to fully understand what’s in the users’ heads (Leadbeater 2008) and the big changes society is facing, with a shift from products to experiences makes traditional UX approaches difficult, time-consuming and less effective.

To reduce complexity and make the overall internal and external process simpler and leaner, UX today can take advantage of collaborative approaches that involve and engages stakeholders, users, and designers in a creative and participative activity, namely co-creation.

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July 19, 2014

Innovate through conversations

Reykjavik - © P. Bertini

The road to change – © P. Bertini

Markets are ever more conversations and the role of the user has dramatically changed in the past decade, shifting from  a passive unknown being, into active part of the conversation.

We live in convivial times where technology has enhanced new practices and new opportunities for organisations and users to talk, to understand their mutual points of view and share knowledge, meanings and values.

Nevertheless, there has been a divorce between users and organisations and much of those conversations are today limited to the final stage of product and service design. Rather than taking fully advantage of the potential of co-creation, and engage users in conversations and creative exercises, today users are involved only in the very final stage, when it comes to validate an idea that has been developed using traditional approaches.

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February 10, 2013

Situated identities: a safety net to serious play

Situated identitiesIdentities and roles, in any kind of organised society, are said to be socially constructed: they are based on the implicit rules of collective agreement and acceptance. This makes most of such roles static, repetitive and defined independently by the individuals.
These socially constructed role-based identities are entwined with a number of implied relations that determine the quality of the relationships and define a set of rules of conduct that are accepted and never put into discussion. Such a situation is symptomatic of a society based on the ‘myth’ of hierarchies, scared of failing, motionless.
While the economic situation in Europe sinks, this immobile situation, that would call for changes and creativity, rather than experimenting on innovation, allows the fear to fail to prevail on the risk to succeed.
Society and people prefer to play safe rather than to put themselves into play and rather than assuming the responsibility of a change and play with those rules, they follow and reiterate practices that, being static and mindlessly repeated, have lead to a stagnant situation. A change is needed: Innovation is claimed as the key solution. But Innovation is not a good, is the result of a creative and dynamic approach.
Creativity requires flexibility, action and courage to try something new and the the will to explore what ifs. Rather than playing safe, if the aim is to discover new opportunities, we need to play. Seriously.

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