Building the Right Thing, Building it Right, Building it Fast

Markets are changing faster than ever. We are living Moore’s Law. In 1965, Intel co-founder, Gordon Moore, noticed that the number of transistors per square inch on integrated circuits had doubled every year since their invention. Moore predicted that this trend will continue into the foreseeable future. Although the pace has slowed (the number of … Read more

Kano Model

A product or service feature will drift over time from a delightful innovation to a basic need. The drift is driven by customer expectations and by the level of performance from competing products. For example mobile phone batteries were originally large and bulky with only a few hours of charge. Over time we have come … Read more

Design Thinking: Divergence and Convergence Cycles

  In the creative process, you start with an idea. You explore aspects of that idea – go wide – and diverge into many directions to better understand and define your problem. You follow many paths – some lead to dead-ends, some stray too far off from your vision and some lead to the same … Read more

Design Thinking Adoption Challenges

Design Thinking is a powerful tool to innovate your strategy, organization or next disruptive product or service. But getting your organization to adopt Design Thinking can be a challenge. Here are some of the challenges that I have seen and ways to mitigate them: Executive Buy-In If your executive team doesn’t see the value in … Read more

The New Relation Between Humans and Machines

“The experiences powered by machine learning are not linear or based on static business and design rules. They evolve according to human behaviors with constantly updating models fed by streams of data. Each product or service becomes almost like a living, breathing thing. Or as people at Google would say: ‘It’s a different kind of … Read more

Experience Design Principles for Machine Learning Solutions

“Nowadays, the design of many digital services does not only rely on data manipulation and information design but also on systems that learn from their users.” – Fabien Girardin, Experience Design in the Machine Learning Era Behavioral data – human interactions (transactions) with systems – is fed as context to algorithms that generates knowledge. An … Read more

Minimum Desirable Product

Andrew Chen shares in Minimum Desirable Product: “a business-driven company might try to assess viability upfront, thinking about metrics and revenue and market sizes. A feasibility (engineering) oriented organization might try to pick a super hard technology first (P2P! Mapreduce! Search!), then try to build a business around it. And a desirability-focused team might focus … Read more

Viability, Feasibility and Desirability

IDEO has been leading the charge on an innovation model built around Design Thinking. In this model, there are three key perspectives: Viability. Is it viable. Does it have a reasonable chance of succeeding? Is it capable of producing a profit or achieving your goal? Feasibility. Is it feasible. Does the technology exist or can … Read more

The Power of Optimism

“A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty.” – Winston Churchill In today’s dynamic markets, teams must be curious, optimistic and thoughtful. Curious to explore new trends and new ideas. Optimistic to keep motivated and motivate others. And thoughtful to have empathy for the people that you … Read more

Google Design Sprint

Google Design Sprint takes the Design Thinking process and compresses the five stages into five days. Developed at Google Ventures, it’s a “greatest hits” of business strategy, innovation, and behavior science. The idea is that working together in a design sprint, you can shortcut the endless-debate cycle and compress months of time into a single week. … Read more

Pokémon Go and New Technology Innovation

Unless you have been living in a cave, you are aware of the Pokémon Go phenomenon. Pokémon Go is a free augmented-reality app from Niantic that sends players outside to walk around collecting Pokémon. Pokémon is a Japanese media franchise created in 1995. The franchise began as a pair of video games for the original Game Boy, developed … Read more

Personas, Journey Maps, Service Blueprints, and Innovation

Personas Personas help you specify the context of use by identifying the people who will use your solution, what they will use it for, and under what conditions they will use it. They help you to create a point of view that is based on your target audiences’ needs and insights so you can see … Read more