Index

  • Barez-Brown, Chris 92–93, 104–105
  • Better by Design program (New Zealand) 107, 126, 127–128
  • Blank, Steve 30–31, 160, 161, 162
  • brain, the 21
    • — brainwaves 92–93
    • — creativity and 92–93, 100, 103–104
    • — creativity blocker 100, 103–104
    • — priming 100
  • briefs, creative see creative briefs
  • Brylcreem 42
  • Buffer’s landing page experiment 175–176
  • business model experimentation see experimentation, business model
  • Business Model Canvas xxvi–xxvii, xxviii, xxix–xxx, 160, 162–164; see also Business Model Canvas modified; experimentation, business model
    • — benefits xxvii, 162
    • — elements of 162–164
    • — modified 164–168
    • — solution 166
    • — vs Lean Canvas 163–164
  • Business Model Canvas modified 164–168; see also Business Model Canvas; experimentation, business model
    • — channels 166
    • — cost structure 167
    • — customer relationships 166
    • — key activities 167
    • — key partnerships 167
    • — key resources 167
    • — Nespresso example 165
    • — revenue streams 67
    • — solution 166
    • — target customer and insight 165–166
    • — updating 185
    • — value proposition 165, 166
  • Business Model Design
    • — experiment brief 171–172
    • — experiment examples 174–182
    • — Step 1 Create Business Model Canvas 169
    • — Step 2 Identify risks 169–171
    • — Step 3 Design experiments 171–172
    • — Step 4 Prototype and test 173
    • — Step 5 Capture leanings 183–184
    • — steps in 169–185
    • — testing, guidelines for 173
    • — tips 169, 174, 182
    • — updating 185
  • Business Model Generation xxvi–xxvii, xxix, 162; see also Business Model Canvas
  • Business Model Thinking xx–xxi, xxvi, 161–162, 168
  • Cameron, Julia 95, 96
  • challenge, defining the 12–21
  • Chesborough, Henry 161
  • concept
    • — boards 144–145
    • — elements of 146
    • — tips 146–147
    • — writing 145–148
  • Concierge MVP 175, 177–178, 180
  • Cooper, Robert G. xi–xii
  • creation see creativity; incubation and creation
  • creative briefs 96–98
    • — children’s snack food example 97
    • — features of 96–97
  • creativity 89; see also creativity blockers
    • — boosting 99–107
    • — improvisation exercise 102
    • — space and 100, 106–107
    • — state of 92–100
    • — techniques 100
  • creativity blockers 100–107
    • — behaviours 100, 102–103
    • — beliefs 100, 101–102
    • — brain, the 100, 103–104
    • — ideas session design 104
    • — judgement 102–103
    • — space 100, 106–107
    • — state 100, 105–106
    • — workplace design 106–107
  • Csikszentmihalyi, Mihaly viii, x, 90, 91, 106, 112
  • Customer Centric Design xvi, xvii, xxiii
  • customer immersion research 36, 43–49, 90
    • — control 44, 45
    • — helping 44, 48
    • — interviews 36, 43, 44
    • — introduction 44, 45
    • — logical structure 44, 47
    • — note-taking 44, 48–49
    • — objectivity 44, 49
    • — observation 43, 44
    • — open questions 44, 47
    • — probing 44, 47–48
    • — stories, seeking 44, 47
    • — tips summary 43–44
  • Customer Insight Construct 71–74
  • customer insights 26–53, 90, 97, 165
    • — capturing 30–31
    • — distilling 32, 49–50, 154
    • — empathy research 32, 36–49, 59–60
    • — knowledge review 32–35
  • Customer Insight Test 79
  • customer needs xxviii, 20, 30, 32, 71–73, 74, 77, 113, 165, 166, 186–187
    • — example 76
    • — universal 72–73
    • — unmet 58
    • — vs wants 71–72
  • Customer Profile Map 60–61, 64–65
  • customers see also empathy; empathy research
  • Danish Design Ladder, Extended xviii–xix
  • de Bono, Edward 90, 100, 101–102, 104, 106
  • design xv–xxii
    • — as a business strategy xviii
    • — defined xvi
    • — evolution of xvii–xviii
  • Design Thinking xvi–xvii, xviii–xx, xxi, xxiii, xxviii, xxix–xxx, 12, 37, 40, 144, 160, 168, 193–194
    • — process xxvi
    • — weaknesses xxiv–xxvi
  • desirability 29, 138–155; see also experimentation
    • — as first consideration 125–128
  • diary, morning 95
  • Dropbox demonstration video experiment 176–177
  • discovery phase 26–53
  • diversity 1
  • Doblin’s ten types of innovation ix
  • d.school (Institute of Design at Stanford) xvii, xxiii, xxvi, 23, 47, 71, 107, 119, 126, 127–128, 144
  • DVF (Desirability, Viability, Feasibility) innovation model xxiv–xxvi, 168
  • Dyson, James 125–126, 152
  • empathy see also Empathy Map; empathy research
    • — benefits of 31
    • — building 31, 32–50
    • — defined 31
    • — map 62–63, 64, 66, 67–68
    • — research 32, 36–49, 59–60
    • — steps in building 32–50
  • Empathy Map 60, 62–63, 64
    • — Filter 67–68
  • empathy research 32, 36–49, 59–60
    • — customer, be the 38
    • — customer, be with the 40–41
    • — customer, learn about the 41–43
    • — customer immersion 43–49
    • — customers, extreme 36–38
    • — disruption and deprivation techniques 36, 38
    • — ethnographic and observational research 36
    • — interviews, in-depth 36, 43–49
    • — multiple sources framework 38–43
    • — observation 40–41, 43–44
    • — tips 42, 42
  • experimentation 138–155, 156–189; see also experimentation, business model; experimentation, solution
  • experimentation, business model 156–191; see also Business Model Canvas; Business Model Canvas modified; experiment examples
    • — Business Model Canvas 160, 162–164, 160
    • — Business Model Canvas modified 164–168
    • — Business Model Canvas, updating 185
    • — Business Model Canvas vs Lean Canvas 163–164
    • — Business Model Design 169–184
    • — Business Model Thinking 161–162, 168
    • — experiment brief 171–172
    • — experiment examples 174–182
    • — Idea Canvas 166
    • — next steps 186–187
    • — repeating the cycle 184–185
    • — tips 160, 169, 174, 182, 185
  • experimentation, solution
    • — benefits 142–143
    • — debrief 155
    • — defined 142
    • — Dyson example 152
    • — prototyping 143–151
    • — specialist researchers 153
    • — test and learn 151–155
    • — testing validity of ideas 142
  • experiment brief 171–172
  • experiment examples 174
    • — Concierge MVP 175, 177–178, 180
    • — hi-fi prototype 175, 180–181
    • — landing pages and smoke tests 175–176
    • — lo-fi wireframing 175, 180
    • — market sizing and costs 175, 181–182
    • — Wizard of Oz MVP 175, 178–180
    • — videos, demonstrations and explanation 175, 176–177
  • Gascoigne, Joel 175–176
  • Greenfield, Baroness Susan 91, 94
  • Handy, Joshua 7, 22
  • harvesting/selecting ideas 115, 125–128
    • — desirability first 125–128
    • — Dyson example 125–126
  • hi-fi prototype experimentation 175, 180–181
  • Human Centred Design xvi, 144
  • ice cream vs mobile phone spend 40–41
  • ideas, harvesting/selecting see harvesting/selecting ideas
  • ideation xxiv, 86–107, 108–137; see also idea generation; incubation; incubative/creative state
  • idea canvas 115, 128–132
    • — benefits of 128–129
    • — elements of 129–131
    • — examples 130, 131–132
  • idea generation 100–107; see also workshop, idea generation
    • — creative briefs 96–97
    • — workshop for 108–137
  • idea generation workshop see workshop, idea generation
  • idea sprints 117–120
    • — breaking the rules 126
    • — crazy 8s 117, 118–119
    • — creative exercise 117, 120–125
    • — creative exercise examples 122–125
    • — deconstruction 123
    • — experts as stimulus 123
    • — first burst 117, 119–120
    • — mind maps 117–118
    • — random connections 124–125
  • IDEO 143
  • incubation 90–100; see also idea generation; incubative/creative state; workshop, idea generation
    • — creative state 91, 92–100
    • — distraction 91
    • — definition 91
    • — incubative/creative state 92–100
    • — for innovation 97–100
    • — process 91–100
    • — prime brain 91, 92
    • — subconscious 90–91, 93, 100
    • — understanding the problem 92
    • — Sainsbury’s example 98
  • incubation and creation 86–107; see also idea generation; incubation; incubative/creative state; workshop, idea generation
    • — idea generation 100–107
    • — incubation 90–100
  • incubative/creative state 92–100; see also idea generation; incubation; incubation and creation; workshop, idea generation
    • — artist’s dates 96
    • — creative briefs 96–97
    • — environment, inspiring 95
    • — inspiration templates 99
    • — letting go 94–95
    • — morning diary 95
    • — time and space 94
    • — semi-automatic activities 95
  • Innocent Drinks 143–144
  • innovation see also failure, innovation
    • — killers 7
    • — nature of viii–ix
    • — process ix–x
    • — success factors xii
    • — types ix
  • insights see also insights, distilling; insight generation method; insight statements, crafting
    • — capturing 30–31
    • — defined 59–60
    • — distilling 54–85, 90–91, 154
    • — examples 74
    • — tools for capturing 30–31
  • insights, distilling 54–85; see also insights; insight generation method; insight statements, crafting
    • — breakfast example 59–60
    • — generation method 60–82
    • — understanding insights 59–60
  • insight generation method 60–82; see also insights; insights, distilling; insight statements, crafting
    • — 1 story telling 60, 60–67
    • — 2 synthesising 60–61, 66–68
    • — 3 prioritising 60, 68–69
    • — 4 crafting 60, 70–78
    • — 5 testing and checking 60, 78–82
    • — workshop plan 80–82
  • insight statements, crafting 60, 70–78; see also insights; insights, distilling; insight generation method
    • — attributes 78
    • — customer needs 71–73, 74
    • — process 75–78
    • — statements 71–72
    • — tips 77
  • inspiration
    • — framework examples 99
    • — for innovation 74–75
  • Institute of Design at Stanford see d.school
  • interviews, customer 36, 40–43, 43–49
    • — control 44, 45
    • — helping 44, 48
    • — in-depth 36, 43–49
    • — introduction 44, 45
    • — objectivity 44, 49
    • — observation 43, 44
    • — open questions 44, 47
    • — probing 44, 47–48
    • — stories, seeking 44, 47
    • — structure, logical 44, 47
    • — tips summary 43–44
  • Jobs, Steve 13
  • Kelley, David 143
  • Klebahn, Perry 107, 126
  • Knapp, Jake 118, 120
  • knowledge review, conducting 32–35
    • — 5W 33–34
    • — purpose of 32–33
    • — Re-sight Tool 34–35
  • landing pages and smoke tests 175–176
  • lateral thinking 100, 101–102, 104, 120; see also de Bono, Edward
  • Lean Canvas 163–164
  • Lean Manufacturing xx–xxi
  • Lean Six Sigma 170
  • Lean Startup methodology viii, xx–xxi, xxiii, xxvi, xxviii, xxix–xxx, 30–31, 152, 160, 161, 194
  • learning, capturing 183–184
    • — test learning board 183–184
  • Les Mills BodyPump class 39–40
  • Lockheed Martin 170
  • lo-fi wireframing experimentation 175, 180
  • long-haul flight example 17–18, 20, 21
  • needs see customer needs
  • Nespresso example 165
  • NPD (new product development) process xvi
  • On-Demand Ride
    • — concept board example 146,
    • — experiment brief example 172
    • — risk matrix example 170
    • — storyboard example 148
  • Open Innovation 161
  • Opportunity Scale 68–69
  • opportunity space 14–16, 30; see also customer needs
    • — defined 14
    • — definition and engagement 16–21
    • — examples 15
    • — focusing 16–18
    • — long-haul flight example 17–18, 20, 21
    • — rephrasing the challenge 16
    • — scoping 16, 19–21
  • Osterwalder, Alexander xxvi, 68–69, 160, 164, 167–168
  • Pigneur, Yves xxvi, 162, 167–168
  • pivot or perish 142, 152, 155
  • pizza cutter research 37–38
  • prioritising for insight generation 60, 68–69
    • — Opportunity Scale 68–69
    • — tips 69
  • problem, starting with 30–31
  • project planning 12–21
    • — brief 12–13
    • — kick-off meeting 13
    • — workshop 14–21
  • prototyping 143–151, 160
    • — concept boards 144–145
    • — concept writing 145–148
    • — Innocent Drinks example 143–144
    • — On-Demand Ride concept board example 146
    • — On-Demand Ride storyboard example 148
    • — physical prototype 144, 150–151
    • — pivot or perish 142, 152, 155
    • — roleplay 144, 150
    • — storyboard 144, 148–150
    • — tips 146–147, 150, 151
  • research see also customer immersion research; empathy research; interviews
    • — behaviours, beneficial 31–32
    • — customer immersion research 36, 43–49, 90
    • — distilling findings 32, 49–50
    • — empathy 32, 36–49, 59–60
    • — knowledge review 32–35
  • Re-sight Tool 34–35
  • Ries, Eric viii, 160
  • risk 161, 169–171
  • Rosso, Manuel 177–178
  • Sainsbury’s fresh food example 98
  • Sanderson, Steve 177–178
  • self, true 94–95
  • snack product for primary school children example 41, 71, 72, 74–76, 154
    • — creative brief example 97
  • solution experimentation 138–155
  • solutions, jumping to x, xxi–xxiii, xxiv, xxvii, xxix, 30, 165, 196
  • space, designing physical 21–23, 114; see also workplace design for creativity
    • — creativity and 100, 106–107
    • — efficient, characteristic of 22
    • — permanency 23
    • — plenary space 23
    • — wall space 22
  • state 104–106; see also incubative/creative state
    • — creative 91, 92–100
    • — creativity and 100, 105–106
    • — incubative/creative 92–100
    • — stuck vs creative 105
  • starting the process 2–25, 30; see also team(s)
    • — team preparation 1–12
  • storyboard 144, 148–150
    • — On-Demand Ride example 148
    • — process 149
  • story-telling for insight generation 60, 60–67
    • — Blank Map 61, 64
    • — clustering 61
    • — Customer Profile Map 60–61, 64–65
    • — Empathy Map 62–63, 64
    • — keys to 66–67
  • success, repeatable method for innovation 192–195
  • Swinmurn, Nick 179
  • synthesising for insight generation 60–61, 66–68
  • team(s) xx; see also research
    • — characteristics 8
    • — development 8–12
    • — forming to performing model 8–11
    • — make-up 1–8
    • — physical space for 21–23
    • — preparing the 1–12
    • — successful 11
    • — tips 12
  • tension insight 72
  • testing and checking for insight generation 60, 78–82
    • — Customer Insight Check 79
    • — Customer Insight Test 79
  • testing solution experiments 151–155
    • — Dyson example 152
    • — first round 152
    • — focus groups 153–154
    • — pivot or perish 152
    • — researchers, specialist 153
  • Top Gear 58
  • Toyota 20–21
  • Tuckman, Bruce 8–11
  • Wall’s ice cream 40–41
  • Wiseman, Richard 91, 92, 93, 96
  • Wizard of Oz MVP experimentation 175, 178–180
  • workplace design for creativity 106–107; see also space, designing physical
    • — checklist 106–107
  • workshop, idea generation 108–137
    • — Crazy 8s 117, 118–119
    • — creative briefs 96–97 112–113
    • — creative exercise 117, 120–125
    • — creative exercise examples 122–125
    • — creative stimulus 113–114
    • — debrief and prioritisation 133–134
    • — deodorant example 121, 122
    • — desirability first 125–128
    • — facilitator 114, 115
    • — first burst 114, 115–116, 117, 119–120
    • — harvesting/selecting ideas 115, 125–128
    • — Idea Canvas 115, 127, 128–132
    • — idea sprints 114, 117–120
    • — mind maps 117–118
    • — preparation 112–114
    • — prioritisation framework 134
    • — setting the scene 115
    • — showcasing top ideas 132–133
    • — space, design of 114
    • — testing 133
    • — tips 116, 121
    • — workshop skeleton 114–135
  • workshop plan, insight generation 80–82
  • Zappos Wizard of Oz MVP experiment 178–180
  • Zyliss 37–38