What B2B Marketers Can Learn from Design-Driven Innovation

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Transcript of What B2B Marketers Can Learn from Design-Driven Innovation

What B2B Marketers Can Learn

From Design-Driven InnovationThe Great Indian B2B Marketing Summit Bangalore December 3 2010

Tim Leberecht

+

2

We are a global innovation firm

We help the worldlsquos leading companies create and bring to market meaningful products services

and experiences Our cross-disciplinary process reveals valuable consumer and market insights

and delivers lasting humanizing solutions across multiple technologies platforms and media

- 40 yearslsquo experience in developing breakthrough products and services

- More than 3000 products and services for more than 300 of the Fortune 500 companies

- Won more than 100 industry awards (CES Innovation IDEA and others)

- Our clients (in 2009) were

50 of Millward Brown Worldlsquos Top 100 Brands 24 of BusinessWeeklsquos Top 50 Innovative Companies

16 of Fast Companylsquos Top 50 Innovative Companies

3

Aricent co-creates the worldlsquos most innovative communications products and services

+ End-to-end integrated service for creating leading-edge innovations and

compelling user experiences ndash and bringing them successfully to market

+ A partnership between two premier names in creating technology-rich

innovative products and services

+ Bringing together 550 strategists and designers with 9000 software

developers as one single team with a global delivery model

+

Innovation and Design

+ More than 40 years experience in designing

groundbreaking products and services for

Fortune 500 companies

+ Widely recognized industry thought leader

+ Exec-level strategic consulting

Technology and Outsourcing

+ Deep communication domain expertise

+ Excellence in software engineering

+ Global delivery combining local presence in

mature markets with low-cost regional delivery centers

+

What we do

We help the worldlsquos leading companies create and bring to market

meaningful products services and experiences

INSIGHTWe discover market

opportunities through deep

insight and intuition

TECHNOLOGYWe leverage emerging

technologies to define new

product concepts and

experiences

INSPIRATIONWe express opportunities in

rich visual form to inspire

and motivate organizations

IMPACTWe create lasting brand equity

and business impact across

multiple organizations systems

and technologies

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

2

We are a global innovation firm

We help the worldlsquos leading companies create and bring to market meaningful products services

and experiences Our cross-disciplinary process reveals valuable consumer and market insights

and delivers lasting humanizing solutions across multiple technologies platforms and media

- 40 yearslsquo experience in developing breakthrough products and services

- More than 3000 products and services for more than 300 of the Fortune 500 companies

- Won more than 100 industry awards (CES Innovation IDEA and others)

- Our clients (in 2009) were

50 of Millward Brown Worldlsquos Top 100 Brands 24 of BusinessWeeklsquos Top 50 Innovative Companies

16 of Fast Companylsquos Top 50 Innovative Companies

3

Aricent co-creates the worldlsquos most innovative communications products and services

+ End-to-end integrated service for creating leading-edge innovations and

compelling user experiences ndash and bringing them successfully to market

+ A partnership between two premier names in creating technology-rich

innovative products and services

+ Bringing together 550 strategists and designers with 9000 software

developers as one single team with a global delivery model

+

Innovation and Design

+ More than 40 years experience in designing

groundbreaking products and services for

Fortune 500 companies

+ Widely recognized industry thought leader

+ Exec-level strategic consulting

Technology and Outsourcing

+ Deep communication domain expertise

+ Excellence in software engineering

+ Global delivery combining local presence in

mature markets with low-cost regional delivery centers

+

What we do

We help the worldlsquos leading companies create and bring to market

meaningful products services and experiences

INSIGHTWe discover market

opportunities through deep

insight and intuition

TECHNOLOGYWe leverage emerging

technologies to define new

product concepts and

experiences

INSPIRATIONWe express opportunities in

rich visual form to inspire

and motivate organizations

IMPACTWe create lasting brand equity

and business impact across

multiple organizations systems

and technologies

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

3

Aricent co-creates the worldlsquos most innovative communications products and services

+ End-to-end integrated service for creating leading-edge innovations and

compelling user experiences ndash and bringing them successfully to market

+ A partnership between two premier names in creating technology-rich

innovative products and services

+ Bringing together 550 strategists and designers with 9000 software

developers as one single team with a global delivery model

+

Innovation and Design

+ More than 40 years experience in designing

groundbreaking products and services for

Fortune 500 companies

+ Widely recognized industry thought leader

+ Exec-level strategic consulting

Technology and Outsourcing

+ Deep communication domain expertise

+ Excellence in software engineering

+ Global delivery combining local presence in

mature markets with low-cost regional delivery centers

+

What we do

We help the worldlsquos leading companies create and bring to market

meaningful products services and experiences

INSIGHTWe discover market

opportunities through deep

insight and intuition

TECHNOLOGYWe leverage emerging

technologies to define new

product concepts and

experiences

INSPIRATIONWe express opportunities in

rich visual form to inspire

and motivate organizations

IMPACTWe create lasting brand equity

and business impact across

multiple organizations systems

and technologies

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+ End-to-end integrated service for creating leading-edge innovations and

compelling user experiences ndash and bringing them successfully to market

+ A partnership between two premier names in creating technology-rich

innovative products and services

+ Bringing together 550 strategists and designers with 9000 software

developers as one single team with a global delivery model

+

Innovation and Design

+ More than 40 years experience in designing

groundbreaking products and services for

Fortune 500 companies

+ Widely recognized industry thought leader

+ Exec-level strategic consulting

Technology and Outsourcing

+ Deep communication domain expertise

+ Excellence in software engineering

+ Global delivery combining local presence in

mature markets with low-cost regional delivery centers

+

What we do

We help the worldlsquos leading companies create and bring to market

meaningful products services and experiences

INSIGHTWe discover market

opportunities through deep

insight and intuition

TECHNOLOGYWe leverage emerging

technologies to define new

product concepts and

experiences

INSPIRATIONWe express opportunities in

rich visual form to inspire

and motivate organizations

IMPACTWe create lasting brand equity

and business impact across

multiple organizations systems

and technologies

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

What we do

We help the worldlsquos leading companies create and bring to market

meaningful products services and experiences

INSIGHTWe discover market

opportunities through deep

insight and intuition

TECHNOLOGYWe leverage emerging

technologies to define new

product concepts and

experiences

INSPIRATIONWe express opportunities in

rich visual form to inspire

and motivate organizations

IMPACTWe create lasting brand equity

and business impact across

multiple organizations systems

and technologies

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

ldquoBecause the purpose of business is to

create a customer the business enterprise

has twomdashand only twomdashbasic functions

marketing and innovationPeter Drucker

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappearInternal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

INNOVATION TRIGGERS

Margin Erosion ―We operate in a mature industry with a mature product portfolio and our

margins are beginning to disappear

Internal Churn ―Our new ideas are stuck in the mud of internal planning and review

cycles

Competition ―New competitors are moving into our space and we need to do

something to defend our market position

Adjacent Markets ―We see opportunities in adjacent markets (new segments geographies

etc) but we donlsquot know where and how to start

Mining IP ―We have so much IP but we cannot convert it into products that resonate

with consumers

Time-to-Market ―Our linear product development process doesnlsquot allow for nimbleness and

trial and error

Customer Insight ―Our product ideas are driven by science and engineering but fail to

recognize latent or unarticulated customer needs

Sustainability ―We got lucky once or twice How do we repeat our market success year

after year

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+9

The magical moment

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

How do you generate unique ideas

How do you really understand your

customers and what they desire

How do you bolster the efficiency

of your RampD investments

How do you ensure design integrity

How can you accelerate

time-to-marketHow do you gain insights into

trends that make an emerging

market tick

How do you find ways to create

new value

How do you conceptualize

innovations that set the trends in the

market rather than follow them

How do you increase the

probability of a hit product

hellipand many questions on the way there

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

STRATEGY

TACTICS

Brand amp Communications- High-level positioning amp messaging

- Corporate Communications

- Internal Communications

- Alumni relations

- Talent acquisition

- Media relations

- Analyst relations

- Investor relations

- Web sites

- Brand identity amp brand management

- Thought leadership

- Customer communications

- Strategic partnerships

Sales Enablement- Training

- Tactical messaging

- Sales kits

- Collateral

- Trade shows

- Reporting

Demand Generation- Email campaigns

- Events

- CRM

- Lead automation

- Telemarketing

- Media buys

- Address lists

- Database management

Products amp Solutions- Market research

- Customer research

- Pricing

- Product strategy

- Go-to-market

- MRD

- Product roadmap

Funct

ions

Sales Sales

BUs

11

Marketinglsquos Capabilities

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Source Forrester

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Source Forrester

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Credit

http13c4wordpresscom200702

2450-reasons-not-to-change

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Or heInnovation means doing

what no one has done before

what no one else would dare doing

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Design

- Understands and changes behaviors

- Humanizes technology

- Creates simple solutions to complex problems

- Prototypes ideas

- Changes the meaning of things

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

1Understand your customers (through empathy)

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―B2B customers are consumers who have

the luxury of having a corporation pay for

what they want to buy

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

hellipbut it is not deadhellip

Nothing has changed

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

hellipbut it is not deadhellip

Everything has changed

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

2

Customers are becoming more demanding and sophisticated

about products and experiences

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―In the old days brands

wanted everybody to pay

attention to them

Now brands need to pay

attention to everybody elseUmair Haque

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

All products and services will be SOCIAL

Social publishing

Social impact

Social content

Social networksWhere

What

How

Social gamingWhat for

Social search

Social shopping

Social currency

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+ 25

―Open it up and it will design itselfNorman Lewis

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

ldquoIf I had asked people what they wanted they would have said faster horsesrdquo

- Henry Ford

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Design Research acknowledges

that people are not masses of

statistics and bullet points and

forms the foundation for our

process and insights

People are living breathing feeling adaptable beings

We engage people so we can observe their behavior and

allow them to meaningfully convey their motivations

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

2Make data meaningful

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Social

InnovationValue

Meaning

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―Create more value than you captureTim OlsquoReilly

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

SOCIAL

Connecting

Community

Belonging

Identity

Like-minded

Affinity

New people

Status

Compassion

Fun

Love

Friendship

Hobbies

Fans

DRAMATIC

Making sense

Cohesion

Convergence

Morale

Consistency

Imagination

Entertainment

Cultural relevance

Characters

Suspense

Comedy

Tragedy

Identification

CONVERSATIONAL

Listening

Empathy

Adaptive

Changing messages

Two-way

Let go of control

Open

Respect

Flow

Topical

Point-of-view

SMALL

Micro

Customizable

Relevant

Actionable

Eye-to-eye

Direct

Instant

Accessible

Sharable

Atomized

PROVOCATIVE

Making you think

Disruption

Divergence

Deconstruction

Surprise

Shock

Unexpected

Unlikely

Challenging

status quo

Unique

Attention-grabbing

Different

In your face

RESPONSIBLE

Doing good

Political

Socially responsible

Eco-friendly

Ethical

Human rights

Values

Family

Nation

Common Good

Earth

Marketing with

Meaning

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

OFFERING

[Uniqueness relevance credibility]

COMMUNITY

[Sociality]

PURPOSE

[Aspiration]

MEANING

Real-time conversations

Micro-content

Open collaboration

Internal

brandholdersExternal

brandholders

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

DATA is the bankhellip

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

MEANING is the currencyhellip

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―You are what you share- Charles Leadbeater

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―The first rule of the club

Donlsquot talk about the club

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

The conversation

is the message

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

3Make the product the story

(make a product for the story)

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

43

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

4Create a convergent experience

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Internet of Things

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

47

M2M connectivity enables new business models

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

The value lies in the ecosystem

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

CUSTOMER JOURNEY

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

BRAND

EXPERIENCE

Mobile

Personal

Instant

Real-time

AugmentedLocation-

based

Gaming

Social

DESIGN

TECHNOLOGY

BUSINESS

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

DESIGN

TECHNOLOGY

BUSINESS

CONSUMER

EXPERIENCE

Media

Entertainment

Telco

Retail

eCommerceWellness

Auto

Banking

Energy

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Whatever is here is what

the user actually cares

about and considers

―mission accomplished

And note those hurdles are NOT the objective

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+Cross-over thinking (and doing)

Artists

Architects

Industrial Designer

Software Developer

Digital Media DesignerBusiness Analyst

Strategist

Anthropologist

Ethnographer

Writer

Mechanical Engineer

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

DISCOVER

RESEARCH BECOMES INSIGHT

Through design research market analysis and

strategic evaluations we gain insight into a

companylsquos brand identity user base existing

assets and market opportunities

DESIGN

INSIGHTS BECOME IDEAS

We develop an informed design that will answer

the challenge posed by the market that will be

useful usable desirable and technically feasible

DELIVER

IDEAS BECOME REALITY

In order to guarantee the translation of idea to

reality all project details are specified

documented and delivered to the client and

supplemented with full production support

How we do it

+

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

5Fail fast

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

―Itlsquos such a fine line between stupid and cleverDavid St Hubbins lead singer of Spinal Tap

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Making it Seeking the conversation with the artifact

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Marketing Hardware Marketing Software

Brand architecture Live brands

Messages Conversations

Sales brochures Endorsements

Feature lists Expertise

Destination sites Distributedsocial web

Tradeshows Mobile applications

Trademarks Goodwill

Pull Push

Packaging Revelations

Out-of-the-box Insights

Status Experience

Point-of-sale Point-of-views

Closed Open-source

Look and feel Interaction

Direct mailing Connections

Billboardsads Customer service

Print collateral Widgets

helliphelliphellip helliphelliphellip

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+ Transformats

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

6Simplify

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

―Perfection is achieved not when there is

nothing more to add but when there is nothing

left to take away Antoine de Saint-Exupery

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

The organization chart showing through in

the experience

TEAM 2

TEAM 1

TEAM 3

TEAM 4

TEAM 5

TEAM

6

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Feature creep

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Making yet another betterlsquo mousetrap

Feature fatigue

Complexity in the value proposition

Good enough for customers

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Beating the tyranny of good enoughlsquo

Itrsquos not about designing V-next rethink the complete experience

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+ 72

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Good enough Excellent

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

7Disrupt (donlsquot interrupt)

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Disrupt schemata

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

Blend two concepts

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

We must differentiate ourselves

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

1 Understand your customers (through empathy)

2 Make data meaningful

3 Make the product the story (or make a product for the story)

4 Create a convergent experience

5 Fail fast

6 Simplify

7 Disrupt (donlsquot interrupt)

+

Strives to keep bad things

from happening

Strives to make good

things happen

+

Strives to keep bad things

from happening

Strives to make good

things happen