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Peter	
  Drucker	
  (1993)	
  
	
  
“The	
  5	
  Most	
  Important	
  Ques3ons	
  
You	
  Will	
  Ever	
  Ask	
  About	
  
Your	
  Organiza3on”	
  	
  
1.  What	
  is	
  our	
  MISSION?	
  
2.  What	
  does	
  the	
  CUSTOMER	
  
VALUE?	
  
3.  What	
  are	
  our	
  RESULTS?	
  
4.  Who	
  is	
  our	
  CUSTOMER?	
  	
  
	
  
5.  What	
  is	
  our	
  PLAN?	
  
	
  
1.  What	
  is	
  our	
  MISSION?	
  
2.  What	
  is	
  our	
  CUSTOMER	
  
EXPERIENCE?	
  
3.  What	
  is	
  our	
  BUSINESS	
  
MODEL	
  (PERFORMANCE)?	
  
4.  Who	
  is	
  our	
  PRIMARY	
  
CUSTOMER?	
  	
  
5.  What	
  are	
  our	
  approach,	
  
plan,	
  strategy,	
  tac>cs,	
  and	
  
budget	
  for	
  CONTINUOUS	
  
INNOVATION?	
  
Peter	
  Drucker	
  (1993)	
  
	
  
“The	
  5	
  Most	
  Important	
  Ques3ons	
  
You	
  Will	
  Ever	
  Ask	
  About	
  
Your	
  Organiza3on”	
  	
  
Rod	
  King	
  (2014)	
  
	
  
“The	
  5	
  Most	
  Important	
  Marke3ng	
  
Ques3ons”	
  	
  
1.  What	
  is	
  our	
  MISSION?	
  
2.  What	
  does	
  the	
  CUSTOMER	
  
VALUE?	
  
3.  What	
  are	
  our	
  RESULTS?	
  
4.  Who	
  is	
  our	
  CUSTOMER?	
  	
  
	
  
5.  What	
  is	
  our	
  PLAN?	
  
	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  “The	
  5	
  Most	
  Important	
  MarkeVng	
  QuesVons”	
  
	
  	
  	
  
	
  What	
  is	
  our	
  mission?	
  
Who	
  is	
  our	
  	
  
primary	
  customer?	
  
What	
  is	
  our	
  business	
  model	
  
(performance)?	
  
What	
  is	
  our	
  customer	
  experience?	
  
	
  
What	
  are	
  our	
  approach,	
  plan,	
  strategy,	
  tacVcs,	
  and/or	
  budget	
  for	
  conVnuous	
  innovaVon?	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  (5	
  Topics)	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
ConVnuous	
  InnovaVon	
  (Build-­‐Measure-­‐Learn)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  (Logic)	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
ConVnuous	
  InnovaVon	
  (Build-­‐Measure-­‐Learn)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  (Logic)	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
Learn	
  Build	
   Measure	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  …………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
What	
  are	
  our	
  approach,	
  plan,	
  strategy,	
  tacVcs,	
  and/or	
  budget	
  for	
  conVnuous	
  innovaVon?	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
What	
  is	
  our	
  business	
  model	
  
(performance)?	
  
What	
  is	
  our	
  customer	
  experience?	
  
	
  
Who	
  is	
  our	
  	
  
primary	
  customer?	
  
What	
  is	
  our	
  mission?	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  (CompeVtor)	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  …………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
What	
  is	
  our	
  compeVtor’s	
  mission?	
  
What	
  are	
  our	
  compeVtor’s	
  approach,	
  plan,	
  strategy,	
  tacVcs,	
  and/or	
  budget	
  for	
  conVnuous	
  innovaVon?	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
What	
  is	
  our	
  compeVtor’s	
  	
  
business	
  model	
  (performance)?	
  
What	
  is	
  our	
  compeVtor’s	
  
customer	
  experience?	
  
Who	
  is	
  our	
  compeVtor’s	
  	
  
primary	
  customer?	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  AnalyVcs	
  for	
  Customer	
  Experience	
  Journey	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
Learn	
  Build	
   Measure	
  
o  R:	
  Revenue	
  
(Profit/Margin)	
  o  E:	
  Engagement	
  
o  A:	
  Acquisi3on	
  
o  A:	
  Ac3va3on	
  
o  R:	
  Reten3on	
  
(Happiness)	
  
o  R:	
  Referral	
  
(Loyalty)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  AnalyVcs	
  for	
  Customer	
  Experience	
  Journey	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
Learn	
  Build	
   Measure	
  
o  R:	
  Reten3on	
  
(Happiness)	
  
o  R:	
  Referral	
  
(Loyalty)	
  
o  R:	
  Revenue	
  
(Profit/Margin)	
  
ENVIRONMENT	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
o  E:	
  Engagement	
  
o  A:	
  Acquisi3on	
  
o  A:	
  Ac3va3on	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
Learn	
  Build	
   Measure	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
ENVIRONMENT	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  Universal	
  Design	
  Model	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
Learn	
  Build	
   Measure	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
ENVIRONMENT	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
Awesome	
  Customer	
  Experience	
  (ACE)	
  Game	
  
	
  
Disrupt	
  the	
  Customer	
  Experience	
  Game	
  of	
  the	
  Red	
  Ocean	
  Industry	
  
The	
  Awesome	
  Customer	
  Experience	
  (ACE)	
  
Game	
  
is	
  
a	
  visual	
  model	
  that	
  describes	
  the	
  logic	
  of	
  
how	
  an	
  organizaVon	
  	
  
conVnuously	
  creates,	
  keeps,	
  and	
  grows	
  
customers	
  
“Awesome	
  Customer	
  Experience	
  (ACE)”	
  
Is	
  Defined	
  as	
  Having	
  
a	
  Community	
  Happiness	
  Score	
  (CHS)	
  
as	
  well	
  as	
  
a	
  Net	
  Promoter	
  Score	
  (NPS)	
  
of	
  
100%	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Sa3sfier	
  
(Okay	
  Customer	
  
Experience)	
  
AWESOME	
  CUSTOMER	
  EXPERIENCE	
  (ACE)	
  GAME	
  
	
  	
  	
  
	
  Simply	
  and	
  Rapidly	
  Run	
  Experiments	
  to	
  Create	
  the	
  Ideal	
  Customer	
  Experience	
  and	
  Growth	
  Engine	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Dissa3sfier	
  
(Awful	
  Customer	
  
Experience)	
  
Delighter	
  
(Awesome	
  Customer	
  
Experience)	
  
Offers	
  
(Cues)	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
AWESOME	
  CUSTOMER	
  EXPERIENCE	
  (ACE)	
  GAME	
  
	
  	
  	
  
	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Offers	
  
(Cues)	
  
Simply	
  and	
  Rapidly	
  Run	
  Experiments	
  to	
  Create	
  the	
  Ideal	
  Customer	
  Experience	
  and	
  Growth	
  Engine	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
AWESOME	
  CUSTOMER	
  EXPERIENCE	
  (ACE)	
  GAME	
  
	
  	
  	
  
	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Word	
  of	
  Mouth	
  (“Share”)	
  
Brand	
  Usage	
  
Net	
  Promoter	
  Feedback	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Tes&monial	
  
(Social	
  Proof)	
  
Offers	
  
(Cues)	
  
Simply	
  and	
  Rapidly	
  Run	
  Experiments	
  to	
  Create	
  the	
  Ideal	
  Customer	
  Experience	
  and	
  Growth	
  Engine	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
AWESOME	
  CUSTOMER	
  EXPERIENCE	
  (ACE)	
  GAME	
  
	
  	
  	
  
	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
q  “Insanely	
  Great”	
  
q  “Awesome”	
  
q  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
Word	
  of	
  Mouth	
  (“Share”)	
  
Brand	
  Usage	
  
Net	
  Promoter	
  Feedback	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Tes&monial	
  
(Social	
  Proof)	
  
Offers	
  
(Cues)	
  
Simply	
  and	
  Rapidly	
  Run	
  Experiments	
  to	
  Create	
  the	
  Ideal	
  Customer	
  Experience	
  and	
  Growth	
  Engine	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
AWESOME	
  CUSTOMER	
  EXPERIENCE	
  (ACE)	
  GAME	
  
	
  	
  	
  
	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
q  “Insanely	
  Great”	
  
q  “Awesome”	
  
q  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
Word	
  of	
  Mouth	
  (“Share”)	
  
Brand	
  Usage	
  
Net	
  Promoter	
  Feedback	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Tes&monial	
  
(Social	
  Proof)	
  
Offers	
  
(Cues)	
  
Simply	
  and	
  Rapidly	
  Run	
  Experiments	
  to	
  Create	
  the	
  Ideal	
  Customer	
  Experience	
  and	
  Growth	
  Engine	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
The	
  Keystone	
  QuesVon	
  
for	
  
ConVnuously	
  Improving	
  Every	
  OrganizaVon	
  on	
  the	
  Planet	
  
What	
  is	
  our	
  
CUSTOMER	
  EXPERIENCE?	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  10	
  Customer	
  Experience	
  (CE)	
  QuesVons	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
q  What	
  is	
  the	
  CUSTOMER	
  goal/purpose?	
  
q  How	
  likely	
  are	
  you	
  to	
  recommend	
  
product	
  to	
  another	
  customer?	
  
q  Why	
  would	
  you	
  (Not)	
  recommend	
  
product	
  to	
  another	
  customer?	
  
	
  
q  What	
  further	
  comments	
  would	
  you	
  like	
  
to	
  make	
  regarding	
  product?	
  
q  What	
  is	
  the	
  level	
  of	
  PAIN	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  pain?	
  
q  How	
  badly	
  would	
  you	
  like	
  to	
  eliminate	
  
pain?	
  
q  What	
  is	
  the	
  level	
  of	
  DELIGHT	
  	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  delight?	
  
q  What	
  is	
  the	
  name/
descripVon/funcVonality	
  
(“job-­‐to-­‐get-­‐done”)	
  of	
  
PRODUCT?	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  10	
  Customer	
  Experience	
  (CE)	
  QuesVons	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
q  What	
  is	
  the	
  level	
  of	
  PAIN	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  pain?	
  
q  How	
  badly	
  would	
  you	
  like	
  to	
  eliminate	
  
pain?	
  
q  What	
  is	
  the	
  level	
  of	
  DELIGHT	
  	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  delight?	
  
q  What	
  is	
  the	
  name/
descripVon/funcVonality	
  
(“job-­‐to-­‐get-­‐done”)	
  of	
  
PRODUCT?	
  
q  What	
  is	
  the	
  CUSTOMER	
  goal/purpose?	
  
q  How	
  likely	
  are	
  you	
  to	
  recommend	
  
product	
  to	
  another	
  customer?	
  
q  Why	
  would	
  you	
  (Not)	
  recommend	
  
product	
  to	
  another	
  customer?	
  
	
  
q  What	
  further	
  comments	
  would	
  you	
  like	
  
to	
  make	
  regarding	
  product?	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  10	
  Customer	
  Experience	
  (CE)	
  QuesVons	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
“Hires”	
  
	
  
(Chooses)	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  10	
  Customer	
  Experience	
  (CE)	
  QuesVons	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
Always	
  Aim	
  to	
  Disrupt	
  
The	
  Customer	
  Experience	
  Game	
  
of	
  
Market	
  Leaders	
  
Red	
  Ocean	
  DisrupVon	
  (ROD)	
  Strategy	
  
How?	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
	
  
Define	
  
	
  
Build	
  
Analyze	
  Improve	
  
Learn	
  
D	
  
M
B	
  
A	
  I	
  
L	
   Measure	
  Object	
  
Red	
  Ocean	
  DisrupVon	
  (ROD)	
  Strategy	
  for	
  SystemaVcally	
  Improving	
  Customer	
  Experience	
  
“DB-­‐MAIL”	
  Cycle	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
	
  
Define	
  
	
  
Build	
  
Analyze	
  Improve	
  
Learn	
  
D	
  
M
B	
  
A	
  I	
  
L	
  
Build	
  SoluVon	
  
Measure	
  Object	
  
Define	
  Experience	
  
Build	
  SoluVon	
  
Measure	
  Experience	
  
	
  Analyze	
  
Experience	
  	
  
Learn	
  What’s	
  Valued	
  
Improve	
  SoluVon	
  
Red	
  Ocean	
  DisrupVon	
  (ROD)	
  Strategy	
  for	
  SystemaVcally	
  Improving	
  Customer	
  Experience	
  
“DB-­‐MAIL”	
  Cycle	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
	
  
Define	
  
	
  
Build	
  
Analyze	
  Improve	
  
Learn	
  
D	
  
M
B	
  
A	
  I	
  
L	
  
Build	
  SoluVon	
  
Measure	
  Object	
  
Build	
  SoluVon	
  
Set	
  goals/strategies	
  
Develop	
  specs/propn.	
  
Envision;	
  Brainstorm	
  
Analogize;	
  Experiment	
  
Prototype	
  tool;	
  Pilot	
  
Measure	
  Experience	
  
Measure	
  delight	
  &	
  pain	
  
Collect	
  data/info	
  
Quan>fy	
  rela>onships	
  
Confirm	
  channels	
  
Verify/Validate	
  
	
  Analyze	
  	
  
Experience	
  
Analyze	
  data/info	
  
Categorize	
  inputs	
  
Model	
  processes	
  
Structure/Classify	
  outputs	
  
Display	
  cri>cal	
  thinking	
  
Learn	
  What’s	
  Valued	
  
What	
  to	
  learn/share	
  
Evaluate	
  (-­‐/+);	
  Monitor	
  
Reflect:	
  Lesson	
  Learned	
  
Tell	
  stories;	
  “Pitch”	
  
Summarize	
  
Improve	
  SoluVon	
  
Resolve	
  trade-­‐offs	
  
Do	
  mul>level	
  thinking	
  
Transform;	
  Disrupt	
  
	
  	
  Role-­‐play;	
  Simplify	
  
	
  	
  	
  	
  Implement	
  tac>cs	
  
Red	
  Ocean	
  DisrupVon	
  (ROD)	
  Strategy	
  for	
  SystemaVcally	
  Improving	
  Customer	
  Experience	
  
“DB-­‐MAIL”	
  Cycle	
  
Define	
  Experience	
  
Define/sketch	
  customer	
  
Make	
  field	
  visits;	
  Network	
  
	
  	
  Document	
  anomalies,	
  
	
  	
  	
  	
  	
  pains	
  &	
  trade-­‐offs	
  
	
  	
  	
  	
  	
  Ques>on	
  Red	
  Ocean	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Explore	
  in	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  space/>me	
  
Case	
  Study	
  #1	
  
on	
  
Red	
  Ocean	
  Disrup>on	
  (ROD)	
  Strategy	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
	
  
Define	
  
	
  
Build	
  
Analyze	
  Improve	
  
Learn	
  
D	
  
M
B	
  
A	
  I	
  
L	
  
Build	
  SoluVon	
  
Measure	
  
“Listen	
  
to	
  
Music”	
  
Define	
  Experience	
  
Build	
  SoluVon	
  
Measure	
  Experience	
  
	
  Analyze	
  
Experience	
  	
  
Learn	
  What’s	
  Valued	
  
Improve	
  SoluVon	
  
Red	
  Ocean	
  DisrupVon	
  (ROD)	
  Strategy	
  for	
  SystemaVcally	
  Improving	
  Customer	
  Experience	
  
Customer	
  Job	
  To	
  Get	
  Done:	
  “Listen	
  to	
  Music”	
  
RED	
  OCEAN	
  Problem	
  (“Pain”)	
  
JOB	
  TO	
  GET	
  DONE	
  (JTGD):	
  
Listen	
  to	
  Music	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
RED	
  OCEAN	
  CUSTOMER	
  EXPERIENCE	
  (ROCE)	
  GAME	
  for	
  Job	
  of	
  “Listen	
  to	
  Music”	
  
	
  	
  	
  
	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
“Eagle”	
  Perspec&ve	
  of	
  Customer	
  Experience	
  Cycle:	
  Closing	
  the	
  Loop	
  with	
  Promoters,	
  Passives,	
  Detractors	
  
Customer	
  
(Low-­‐end	
  Customer/	
  
Red	
  Ocean:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes)	
  
Play	
  Music	
  (at	
  Vme/place)	
  Listen	
  to	
  Music	
  (at	
  >me/place)	
  
q  “Insanely	
  Great”	
  
q  “Awesome”	
  
q  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
Word	
  of	
  Mouth	
  (“Share”)	
  
Brand	
  Usage	
  
Tes&monial	
  
(Social	
  Proof)	
  
Net	
  Promoter	
  Feedback	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Offers	
  
(Cues)	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
q  What	
  is	
  the	
  level	
  of	
  PAIN	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  pain?	
  
q  How	
  badly	
  would	
  you	
  like	
  to	
  eliminate	
  
pain?	
  
q  What	
  is	
  the	
  level	
  of	
  DELIGHT	
  	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  delight?	
  
q  What	
  is	
  the	
  name/
descripVon/funcVonality	
  
(“job-­‐to-­‐get-­‐done”)	
  of	
  
PRODUCT?	
  
q  What	
  is	
  the	
  CUSTOMER	
  goal/purpose?	
  
q  How	
  likely	
  are	
  you	
  to	
  recommend	
  
product	
  to	
  another	
  customer?	
  
q  Why	
  would	
  you	
  (Not)	
  recommend	
  
product	
  to	
  another	
  customer?	
  
	
  
q  What	
  further	
  comments	
  would	
  you	
  like	
  
to	
  make	
  regarding	
  product?	
  
MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
Customer	
  
(Low-­‐end	
  Customer/	
  
Red	
  Ocean:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes)	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  CompeVtor	
  for	
  “Job”	
  of	
  Listen	
  to	
  Music	
  
	
  	
  	
  
	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Play	
  Music	
  (at	
  Vme/place)	
  Listen	
  to	
  Music	
  (at	
  >me/place)	
  
q  “Insanely	
  Great”	
  
q  “Awesome”	
  
q  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
“Hires”	
  
	
  
(Chooses)	
  
Low-­‐end	
  Customer	
  
(Red	
  Ocean)	
  
DELIGHT	
  (+)	
  
q Device	
  can	
  be	
  
carried	
  virtually	
  
anywhere	
  
q Rela>vely	
  cheap	
  
PAIN	
  (-­‐)	
  
q Limited	
  song	
  
storage	
  
q Short	
  bamery	
  life	
  
q Ugly/Bulky	
  
q Play	
  music	
  
	
  	
  	
  	
  	
  (at	
  &me/place)	
  
MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  ………………………………………………….…………………………………………………….	
  	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  CompeVtor	
  for	
  “Job”	
  of	
  Listen	
  to	
  Music	
  
	
  	
  	
  
	
  
Portable	
  Music	
  Player	
  
	
  
	
  
	
  
Sony	
  Walkman,	
  etc.	
  
Low	
  Cost	
  
(Red	
  Ocean)	
  
Business	
  Model:	
  
Low	
  Profit	
  Margin	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Job	
  To	
  Get	
  Done:	
  
Listen	
  to	
  Music	
  
(at	
  >me/place)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN:	
  CompeVtor	
  for	
  “Job”	
  of	
  Listen	
  to	
  Music	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE/LEAP	
  OF	
  FAITH:	
  	
  	
  …………………………………………….…………………………………………………….	
  	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
What	
  is	
  our	
  compeVtor’s	
  mission?	
  
What	
  are	
  our	
  compeVtor’s	
  approach,	
  plan,	
  strategy,	
  tacVcs,	
  and/or	
  budget	
  for	
  conVnuous	
  innovaVon?	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
Who	
  is	
  our	
  compeVtor’s	
  	
  
primary	
  customer?	
  
Customer	
  
(Low-­‐end	
  Customer/	
  
Red	
  Ocean:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes)	
  
Play	
  Music	
  (at	
  Vme/place)	
  
What	
  is	
  our	
  compeVtor’s	
  	
  
business	
  model	
  (performance)?	
  
Listen	
  to	
  Music	
  (at	
  >me/place)	
  
q  “Insanely	
  Great”	
  
q  “Awesome”	
  
q  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
What	
  is	
  our	
  compeVtor’s	
  
customer	
  experience?	
  
BLUE	
  OCEAN	
  Solu>on	
  (“Pain	
  Killer”)	
  
JOB	
  TO	
  GET	
  DONE	
  (JTGD):	
  
Listen	
  to	
  Music	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
BLUE	
  OCEAN	
  CUSTOMER	
  EXPERIENCE	
  (BOCE)	
  GAME	
  for	
  Job	
  of	
  “Listen	
  to	
  Music”	
  
	
  	
  	
  
	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Customer	
  
(High-­‐end	
  Customer/	
  
Luxury	
  Spot:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes)	
  
Play	
  Music	
  (at	
  Vme/place)	
  
“A	
  Thousand	
  Songs	
  
In	
  Your	
  Pocket”	
  
Listen	
  to	
  Music	
  (at	
  >me/place)	
  
ü  “Insanely	
  Great”	
  
ü  “Awesome”	
  
ü  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
Word	
  of	
  Mouth	
  (“Share”)	
  
Brand	
  Usage	
  
Net	
  Promoter	
  Feedback	
  
Value	
  ProposiVon	
  Channel	
  
(Radio/TV/Print/Video/Online/
Salesforce/Sample/Demo/	
  
Gamifica&on/Contest/Incen&ve)	
  
“Eagle”	
  Perspec&ve	
  of	
  Customer	
  Experience	
  Cycle:	
  Closing	
  the	
  Loop	
  with	
  Promoters,	
  Passives,	
  Detractors	
  
Detractor	
  
(Awful	
  Customer	
  
Experience)	
  
Promoter	
  
(Awesome	
  Customer	
  
Experience)	
  
Passive	
  
(Okay	
  Customer	
  
Experience)	
  
Tes&monial	
  
(Social	
  Proof)	
  
Offers	
  
(Cues)	
  
+	
   -­‐	
  
Net	
  Promoter	
  Score	
  (NPS)	
  =	
  Promoters	
  (%)	
  –	
  Detractors	
  (%)	
  	
  	
  
Community	
  Happiness	
  Score	
  (CHS)	
  =	
  Delighters	
  (%)	
  –	
  Dissa>sfiers	
  (%)	
  	
  	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN	
  for	
  Apple’s	
  iPod	
  	
  
	
  	
  	
  
	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
“Hires”	
  
	
  
(Chooses)	
  
MISSION/VISION/PURPOSE:	
  “Put	
  a	
  Dent	
  in	
  the	
  Universe”/Create	
  Insanely	
  Great	
  Customer	
  Experience/“Think	
  Different”	
  
DELIGHT	
  (+)	
  
q “A	
  Thousand	
  
Songs	
  in	
  Your	
  
Pocket”	
  
q Ultraportable	
  
q Simple	
  to	
  use	
  
q Cool/Beau>ful	
  
PAIN	
  (-­‐)	
  
q Expensive	
  
q Limited	
  
Availability	
  
DifferenVaVon	
  
(Luxury	
  Spot)	
  
Business	
  Model:	
  
High	
  Profit	
  Margin	
  
q Listen	
  to	
  music	
  
	
  	
  	
  	
  	
  (at	
  &me/place)	
  
q Organize,	
  manage,	
  
and	
  present	
  songs	
  
Portable	
  Music	
  Player	
  
	
  
	
  
	
  
iPod	
  
Customer	
  
(Likes/Dislikes;	
  
Job	
  To	
  Get	
  Done	
  
at	
  >me/place)	
  
Job	
  To	
  Get	
  Done:	
  
Listen	
  to	
  Music	
  
(at	
  >me/place)	
  
High-­‐end	
  Customer	
  
(Luxury	
  Spot)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
To	
  Obtain	
  
Customer	
  
(High-­‐end	
  Customer/	
  
Luxury	
  Spot:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes;)	
  
“Hires”	
  
	
  
(Chooses)	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
q  What	
  is	
  the	
  level	
  of	
  PAIN	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  pain?	
  
q  How	
  badly	
  would	
  you	
  like	
  to	
  eliminate	
  
pain?	
  
q  What	
  is	
  the	
  level	
  of	
  DELIGHT	
  	
  that	
  is	
  
experienced	
  with	
  product?	
  
q  Why	
  briefly	
  do	
  you	
  experience	
  that	
  
level	
  of	
  delight?	
  
q  What	
  is	
  the	
  name/
descripVon/funcVonality	
  
(“job-­‐to-­‐get-­‐done”)	
  of	
  
PRODUCT?	
  
q  What	
  is	
  the	
  CUSTOMER	
  goal/purpose?	
  
q  How	
  likely	
  are	
  you	
  to	
  recommend	
  
product	
  to	
  another	
  customer?	
  
q  Why	
  would	
  you	
  (Not)	
  recommend	
  
product	
  to	
  another	
  customer?	
  
	
  
q  What	
  further	
  comments	
  would	
  you	
  like	
  
to	
  make	
  regarding	
  product?	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN	
  for	
  Apple’s	
  iPod	
  	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE:	
  “Put	
  a	
  Dent	
  in	
  the	
  Universe”/Create	
  Insanely	
  Great	
  Customer	
  Experience/“Think	
  Different”	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Play	
  Music	
  (at	
  Vme/place)	
  Listen	
  to	
  Music	
  (at	
  >me/place)	
  
ü  “Insanely	
  Great”	
  
ü  “Awesome”	
  
ü  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
 
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hLp://businessmodels.ning.com	
  &	
  hLp://twiLer.com/RodKuhnKing	
  
To	
  Obtain	
  “Hires”	
  
	
  
(Chooses)	
  
Business	
  Model	
  
(Product/Service/Tool:	
  
Func&onality;	
  “Job”/
Vitamins;	
  Pain	
  Killers)	
  
Create	
  Value:	
  
Enterprise	
  Engine	
  
Deliver	
  Value:	
  
Growth	
  Engine	
  
Capture/Share	
  Value:	
  
Value	
  Engine	
  
B	
  	
  u	
  	
  s	
  	
  i	
  	
  n	
  	
  e	
  	
  s	
  	
  s	
  	
  	
  	
  	
  M	
  	
  o	
  	
  d	
  	
  e	
  	
  l	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
q  Profit	
  (Margin/Value)	
  
o  Physical	
  
o  Intellectual	
  
o  Emo&onal	
  
o  Spiritual	
  
What	
  are	
  our	
  approach,	
  plan,	
  strategy,	
  tacVcs,	
  and/or	
  budget	
  for	
  conVnuous	
  innovaVon?	
  
EXPERIENCE	
  
(Value:	
  Delight/Pain)	
  
What	
  is	
  our	
  business	
  model	
  
(performance)?	
  
What	
  is	
  our	
  customer	
  experience?	
  
	
  
Who	
  is	
  our	
  	
  
primary	
  customer?	
  
CUSTOMER	
  EXPERIENCE	
  (CE)	
  GAMEPLAN	
  for	
  Apple’s	
  iPod	
  	
  
	
  	
  	
  
	
  MISSION/VISION/PURPOSE:	
  “Put	
  a	
  Dent	
  in	
  the	
  Universe”/Create	
  Insanely	
  Great	
  Customer	
  Experience/“Think	
  Different”	
  
Customer	
  
(High-­‐end	
  Customer/	
  
Luxury	
  Spot:	
  
	
  	
  	
  	
  	
  	
  Likes/Dislikes)	
  
Play	
  Music	
  (at	
  Vme/place)	
  Listen	
  to	
  Music	
  (at	
  >me/place)	
  
ü  “Insanely	
  Great”	
  
ü  “Awesome”	
  
ü  “Badass”	
  
q  “Jackass”	
  (“Awful”)	
  
Every	
  Successful	
  Business	
  
Starts	
  and	
  Ends	
  
With	
  
Customer	
  Intelligence	
  
(Wisdom	
  of	
  Customers)	
  
Acknowledgement	
  
The	
  following	
  topics,	
  which	
  describe	
  elements	
  of	
  a	
  business	
  model	
  on	
  slides	
  6-­‐12	
  as	
  
well	
  as	
  36	
  &	
  41,	
  are	
  obtained	
  from	
  the	
  book,	
  “Business	
  Model	
  Genera>on”	
  by	
  
Alexander	
  Osterwalder	
  and	
  Yves	
  Pigneur.	
  
	
  
q  Key	
  Partners	
  (KP)	
  
q  Key	
  Resources	
  (KR)	
  
q  Key	
  Ac>vi>es	
  (KA)	
  
q  Value	
  Proposi>on	
  (VP)	
  
q  Channels	
  (CH)/Customer	
  
Rela>onships	
  (CR)	
  
q  Customer	
  Segments	
  (CS)	
  
q  Cost	
  Structure	
  (C$)	
  
q  Revenue	
  Streams	
  (R$)	
  
The	
  above	
  topics	
  are	
  also	
  visually	
  presented	
  on	
  the	
  Business	
  Model	
  Canvas	
  which	
  can	
  
be	
  obtained	
  here:	
  
	
  hmp://www.businessmodelgenera>on.com/downloads/business_model_canvas_poster.pdf	
  	
  
	
  

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THE CUSTOMER EXPERIENCE (CE) GAMEPLAN: A Universal Design Model For Answering the 5 Most Important Marketing Questions

  • 1. Peter  Drucker  (1993)     “The  5  Most  Important  Ques3ons   You  Will  Ever  Ask  About   Your  Organiza3on”     1.  What  is  our  MISSION?   2.  What  does  the  CUSTOMER   VALUE?   3.  What  are  our  RESULTS?   4.  Who  is  our  CUSTOMER?       5.  What  is  our  PLAN?    
  • 2. 1.  What  is  our  MISSION?   2.  What  is  our  CUSTOMER   EXPERIENCE?   3.  What  is  our  BUSINESS   MODEL  (PERFORMANCE)?   4.  Who  is  our  PRIMARY   CUSTOMER?     5.  What  are  our  approach,   plan,  strategy,  tac>cs,  and   budget  for  CONTINUOUS   INNOVATION?   Peter  Drucker  (1993)     “The  5  Most  Important  Ques3ons   You  Will  Ever  Ask  About   Your  Organiza3on”     Rod  King  (2014)     “The  5  Most  Important  Marke3ng   Ques3ons”     1.  What  is  our  MISSION?   2.  What  does  the  CUSTOMER   VALUE?   3.  What  are  our  RESULTS?   4.  Who  is  our  CUSTOMER?       5.  What  is  our  PLAN?    
  • 3.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  “The  5  Most  Important  MarkeVng  QuesVons”          What  is  our  mission?   Who  is  our     primary  customer?   What  is  our  business  model   (performance)?   What  is  our  customer  experience?     What  are  our  approach,  plan,  strategy,  tacVcs,  and/or  budget  for  conVnuous  innovaVon?  
  • 4.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model  (5  Topics)          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   ConVnuous  InnovaVon  (Build-­‐Measure-­‐Learn)  
  • 5.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model  (Logic)          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   ConVnuous  InnovaVon  (Build-­‐Measure-­‐Learn)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 6.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model  (Logic)          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   Learn  Build   Measure   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 7.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      …………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   What  are  our  approach,  plan,  strategy,  tacVcs,  and/or  budget  for  conVnuous  innovaVon?   EXPERIENCE   (Value:  Delight/Pain)   What  is  our  business  model   (performance)?   What  is  our  customer  experience?     Who  is  our     primary  customer?   What  is  our  mission?   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 8.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model  (CompeVtor)          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      …………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   What  is  our  compeVtor’s  mission?   What  are  our  compeVtor’s  approach,  plan,  strategy,  tacVcs,  and/or  budget  for  conVnuous  innovaVon?   EXPERIENCE   (Value:  Delight/Pain)   What  is  our  compeVtor’s     business  model  (performance)?   What  is  our  compeVtor’s   customer  experience?   Who  is  our  compeVtor’s     primary  customer?   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 9.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  AnalyVcs  for  Customer  Experience  Journey          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   Learn  Build   Measure   o  R:  Revenue   (Profit/Margin)  o  E:  Engagement   o  A:  Acquisi3on   o  A:  Ac3va3on   o  R:  Reten3on   (Happiness)   o  R:  Referral   (Loyalty)   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done)  
  • 10.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  AnalyVcs  for  Customer  Experience  Journey          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   Learn  Build   Measure   o  R:  Reten3on   (Happiness)   o  R:  Referral   (Loyalty)   o  R:  Revenue   (Profit/Margin)   ENVIRONMENT   EXPERIENCE   (Value:  Delight/Pain)   o  E:  Engagement   o  A:  Acquisi3on   o  A:  Ac3va3on   Customer   (Likes/Dislikes;   Job  To  Get  Done)  
  • 11.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   Learn  Build   Measure   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   ENVIRONMENT   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 12.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  Universal  Design  Model          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   Learn  Build   Measure   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   ENVIRONMENT   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 13.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   Awesome  Customer  Experience  (ACE)  Game     Disrupt  the  Customer  Experience  Game  of  the  Red  Ocean  Industry   The  Awesome  Customer  Experience  (ACE)   Game   is   a  visual  model  that  describes  the  logic  of   how  an  organizaVon     conVnuously  creates,  keeps,  and  grows   customers  
  • 14. “Awesome  Customer  Experience  (ACE)”   Is  Defined  as  Having   a  Community  Happiness  Score  (CHS)   as  well  as   a  Net  Promoter  Score  (NPS)   of   100%   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 15.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   Sa3sfier   (Okay  Customer   Experience)   AWESOME  CUSTOMER  EXPERIENCE  (ACE)  GAME          Simply  and  Rapidly  Run  Experiments  to  Create  the  Ideal  Customer  Experience  and  Growth  Engine   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Dissa3sfier   (Awful  Customer   Experience)   Delighter   (Awesome  Customer   Experience)   Offers   (Cues)   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 16.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   AWESOME  CUSTOMER  EXPERIENCE  (ACE)  GAME           Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Detractor   (Awful  Customer   Experience)   Passive   (Okay  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Offers   (Cues)   Simply  and  Rapidly  Run  Experiments  to  Create  the  Ideal  Customer  Experience  and  Growth  Engine   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 17.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   AWESOME  CUSTOMER  EXPERIENCE  (ACE)  GAME           Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   Word  of  Mouth  (“Share”)   Brand  Usage   Net  Promoter  Feedback   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Detractor   (Awful  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Passive   (Okay  Customer   Experience)   Tes&monial   (Social  Proof)   Offers   (Cues)   Simply  and  Rapidly  Run  Experiments  to  Create  the  Ideal  Customer  Experience  and  Growth  Engine   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 18.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   AWESOME  CUSTOMER  EXPERIENCE  (ACE)  GAME           Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   q  “Insanely  Great”   q  “Awesome”   q  “Badass”   q  “Jackass”  (“Awful”)   Word  of  Mouth  (“Share”)   Brand  Usage   Net  Promoter  Feedback   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Detractor   (Awful  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Passive   (Okay  Customer   Experience)   Tes&monial   (Social  Proof)   Offers   (Cues)   Simply  and  Rapidly  Run  Experiments  to  Create  the  Ideal  Customer  Experience  and  Growth  Engine   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 19.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   AWESOME  CUSTOMER  EXPERIENCE  (ACE)  GAME           Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   q  “Insanely  Great”   q  “Awesome”   q  “Badass”   q  “Jackass”  (“Awful”)   Word  of  Mouth  (“Share”)   Brand  Usage   Net  Promoter  Feedback   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Detractor   (Awful  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Passive   (Okay  Customer   Experience)   Tes&monial   (Social  Proof)   Offers   (Cues)   Simply  and  Rapidly  Run  Experiments  to  Create  the  Ideal  Customer  Experience  and  Growth  Engine   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 20. The  Keystone  QuesVon   for   ConVnuously  Improving  Every  OrganizaVon  on  the  Planet   What  is  our   CUSTOMER  EXPERIENCE?  
  • 21.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  10  Customer  Experience  (CE)  QuesVons          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   q  What  is  the  CUSTOMER  goal/purpose?   q  How  likely  are  you  to  recommend   product  to  another  customer?   q  Why  would  you  (Not)  recommend   product  to  another  customer?     q  What  further  comments  would  you  like   to  make  regarding  product?   q  What  is  the  level  of  PAIN  that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  pain?   q  How  badly  would  you  like  to  eliminate   pain?   q  What  is  the  level  of  DELIGHT    that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  delight?   q  What  is  the  name/ descripVon/funcVonality   (“job-­‐to-­‐get-­‐done”)  of   PRODUCT?   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 22.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  10  Customer  Experience  (CE)  QuesVons          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   q  What  is  the  level  of  PAIN  that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  pain?   q  How  badly  would  you  like  to  eliminate   pain?   q  What  is  the  level  of  DELIGHT    that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  delight?   q  What  is  the  name/ descripVon/funcVonality   (“job-­‐to-­‐get-­‐done”)  of   PRODUCT?   q  What  is  the  CUSTOMER  goal/purpose?   q  How  likely  are  you  to  recommend   product  to  another  customer?   q  Why  would  you  (Not)  recommend   product  to  another  customer?     q  What  further  comments  would  you  like   to  make  regarding  product?   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 23.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  10  Customer  Experience  (CE)  QuesVons          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)  
  • 24.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   “Hires”     (Chooses)   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  10  Customer  Experience  (CE)  QuesVons          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….    
  • 25. Always  Aim  to  Disrupt   The  Customer  Experience  Game   of   Market  Leaders   Red  Ocean  DisrupVon  (ROD)  Strategy  
  • 27.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing     Define     Build   Analyze  Improve   Learn   D   M B   A  I   L   Measure  Object   Red  Ocean  DisrupVon  (ROD)  Strategy  for  SystemaVcally  Improving  Customer  Experience   “DB-­‐MAIL”  Cycle  
  • 28.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing     Define     Build   Analyze  Improve   Learn   D   M B   A  I   L   Build  SoluVon   Measure  Object   Define  Experience   Build  SoluVon   Measure  Experience    Analyze   Experience     Learn  What’s  Valued   Improve  SoluVon   Red  Ocean  DisrupVon  (ROD)  Strategy  for  SystemaVcally  Improving  Customer  Experience   “DB-­‐MAIL”  Cycle  
  • 29.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing     Define     Build   Analyze  Improve   Learn   D   M B   A  I   L   Build  SoluVon   Measure  Object   Build  SoluVon   Set  goals/strategies   Develop  specs/propn.   Envision;  Brainstorm   Analogize;  Experiment   Prototype  tool;  Pilot   Measure  Experience   Measure  delight  &  pain   Collect  data/info   Quan>fy  rela>onships   Confirm  channels   Verify/Validate    Analyze     Experience   Analyze  data/info   Categorize  inputs   Model  processes   Structure/Classify  outputs   Display  cri>cal  thinking   Learn  What’s  Valued   What  to  learn/share   Evaluate  (-­‐/+);  Monitor   Reflect:  Lesson  Learned   Tell  stories;  “Pitch”   Summarize   Improve  SoluVon   Resolve  trade-­‐offs   Do  mul>level  thinking   Transform;  Disrupt      Role-­‐play;  Simplify          Implement  tac>cs   Red  Ocean  DisrupVon  (ROD)  Strategy  for  SystemaVcally  Improving  Customer  Experience   “DB-­‐MAIL”  Cycle   Define  Experience   Define/sketch  customer   Make  field  visits;  Network      Document  anomalies,            pains  &  trade-­‐offs            Ques>on  Red  Ocean                      Explore  in                        space/>me  
  • 30. Case  Study  #1   on   Red  Ocean  Disrup>on  (ROD)  Strategy  
  • 31.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing     Define     Build   Analyze  Improve   Learn   D   M B   A  I   L   Build  SoluVon   Measure   “Listen   to   Music”   Define  Experience   Build  SoluVon   Measure  Experience    Analyze   Experience     Learn  What’s  Valued   Improve  SoluVon   Red  Ocean  DisrupVon  (ROD)  Strategy  for  SystemaVcally  Improving  Customer  Experience   Customer  Job  To  Get  Done:  “Listen  to  Music”  
  • 32. RED  OCEAN  Problem  (“Pain”)   JOB  TO  GET  DONE  (JTGD):   Listen  to  Music  
  • 33.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   RED  OCEAN  CUSTOMER  EXPERIENCE  (ROCE)  GAME  for  Job  of  “Listen  to  Music”           Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   “Eagle”  Perspec&ve  of  Customer  Experience  Cycle:  Closing  the  Loop  with  Promoters,  Passives,  Detractors   Customer   (Low-­‐end  Customer/   Red  Ocean:              Likes/Dislikes)   Play  Music  (at  Vme/place)  Listen  to  Music  (at  >me/place)   q  “Insanely  Great”   q  “Awesome”   q  “Badass”   q  “Jackass”  (“Awful”)   Word  of  Mouth  (“Share”)   Brand  Usage   Tes&monial   (Social  Proof)   Net  Promoter  Feedback   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   Detractor   (Awful  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Passive   (Okay  Customer   Experience)   Offers   (Cues)   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 34.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain  “Hires”     (Chooses)   EXPERIENCE   (Value:  Delight/Pain)   q  What  is  the  level  of  PAIN  that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  pain?   q  How  badly  would  you  like  to  eliminate   pain?   q  What  is  the  level  of  DELIGHT    that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  delight?   q  What  is  the  name/ descripVon/funcVonality   (“job-­‐to-­‐get-­‐done”)  of   PRODUCT?   q  What  is  the  CUSTOMER  goal/purpose?   q  How  likely  are  you  to  recommend   product  to  another  customer?   q  Why  would  you  (Not)  recommend   product  to  another  customer?     q  What  further  comments  would  you  like   to  make  regarding  product?   MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     Customer   (Low-­‐end  Customer/   Red  Ocean:              Likes/Dislikes)   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  CompeVtor  for  “Job”  of  Listen  to  Music           Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Play  Music  (at  Vme/place)  Listen  to  Music  (at  >me/place)   q  “Insanely  Great”   q  “Awesome”   q  “Badass”   q  “Jackass”  (“Awful”)  
  • 35.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   “Hires”     (Chooses)   Low-­‐end  Customer   (Red  Ocean)   DELIGHT  (+)   q Device  can  be   carried  virtually   anywhere   q Rela>vely  cheap   PAIN  (-­‐)   q Limited  song   storage   q Short  bamery  life   q Ugly/Bulky   q Play  music            (at  &me/place)   MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      ………………………………………………….…………………………………………………….     CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  CompeVtor  for  “Job”  of  Listen  to  Music           Portable  Music  Player         Sony  Walkman,  etc.   Low  Cost   (Red  Ocean)   Business  Model:   Low  Profit  Margin   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Job  To  Get  Done:   Listen  to  Music   (at  >me/place)  
  • 36.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN:  CompeVtor  for  “Job”  of  Listen  to  Music          MISSION/VISION/PURPOSE/LEAP  OF  FAITH:      …………………………………………….…………………………………………………….     To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   What  is  our  compeVtor’s  mission?   What  are  our  compeVtor’s  approach,  plan,  strategy,  tacVcs,  and/or  budget  for  conVnuous  innovaVon?   EXPERIENCE   (Value:  Delight/Pain)   Who  is  our  compeVtor’s     primary  customer?   Customer   (Low-­‐end  Customer/   Red  Ocean:              Likes/Dislikes)   Play  Music  (at  Vme/place)   What  is  our  compeVtor’s     business  model  (performance)?   Listen  to  Music  (at  >me/place)   q  “Insanely  Great”   q  “Awesome”   q  “Badass”   q  “Jackass”  (“Awful”)   What  is  our  compeVtor’s   customer  experience?  
  • 37. BLUE  OCEAN  Solu>on  (“Pain  Killer”)   JOB  TO  GET  DONE  (JTGD):   Listen  to  Music  
  • 38.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   BLUE  OCEAN  CUSTOMER  EXPERIENCE  (BOCE)  GAME  for  Job  of  “Listen  to  Music”           Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   EXPERIENCE   (Value:  Delight/Pain)   To  Obtain  “Hires”     (Chooses)   Customer   (High-­‐end  Customer/   Luxury  Spot:              Likes/Dislikes)   Play  Music  (at  Vme/place)   “A  Thousand  Songs   In  Your  Pocket”   Listen  to  Music  (at  >me/place)   ü  “Insanely  Great”   ü  “Awesome”   ü  “Badass”   q  “Jackass”  (“Awful”)   Word  of  Mouth  (“Share”)   Brand  Usage   Net  Promoter  Feedback   Value  ProposiVon  Channel   (Radio/TV/Print/Video/Online/ Salesforce/Sample/Demo/   Gamifica&on/Contest/Incen&ve)   “Eagle”  Perspec&ve  of  Customer  Experience  Cycle:  Closing  the  Loop  with  Promoters,  Passives,  Detractors   Detractor   (Awful  Customer   Experience)   Promoter   (Awesome  Customer   Experience)   Passive   (Okay  Customer   Experience)   Tes&monial   (Social  Proof)   Offers   (Cues)   +   -­‐   Net  Promoter  Score  (NPS)  =  Promoters  (%)  –  Detractors  (%)       Community  Happiness  Score  (CHS)  =  Delighters  (%)  –  Dissa>sfiers  (%)      
  • 39.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN  for  Apple’s  iPod             o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   EXPERIENCE   (Value:  Delight/Pain)   “Hires”     (Chooses)   MISSION/VISION/PURPOSE:  “Put  a  Dent  in  the  Universe”/Create  Insanely  Great  Customer  Experience/“Think  Different”   DELIGHT  (+)   q “A  Thousand   Songs  in  Your   Pocket”   q Ultraportable   q Simple  to  use   q Cool/Beau>ful   PAIN  (-­‐)   q Expensive   q Limited   Availability   DifferenVaVon   (Luxury  Spot)   Business  Model:   High  Profit  Margin   q Listen  to  music            (at  &me/place)   q Organize,  manage,   and  present  songs   Portable  Music  Player         iPod   Customer   (Likes/Dislikes;   Job  To  Get  Done   at  >me/place)   Job  To  Get  Done:   Listen  to  Music   (at  >me/place)   High-­‐end  Customer   (Luxury  Spot)  
  • 40.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   To  Obtain   Customer   (High-­‐end  Customer/   Luxury  Spot:              Likes/Dislikes;)   “Hires”     (Chooses)   EXPERIENCE   (Value:  Delight/Pain)   q  What  is  the  level  of  PAIN  that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  pain?   q  How  badly  would  you  like  to  eliminate   pain?   q  What  is  the  level  of  DELIGHT    that  is   experienced  with  product?   q  Why  briefly  do  you  experience  that   level  of  delight?   q  What  is  the  name/ descripVon/funcVonality   (“job-­‐to-­‐get-­‐done”)  of   PRODUCT?   q  What  is  the  CUSTOMER  goal/purpose?   q  How  likely  are  you  to  recommend   product  to  another  customer?   q  Why  would  you  (Not)  recommend   product  to  another  customer?     q  What  further  comments  would  you  like   to  make  regarding  product?   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN  for  Apple’s  iPod            MISSION/VISION/PURPOSE:  “Put  a  Dent  in  the  Universe”/Create  Insanely  Great  Customer  Experience/“Think  Different”   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Play  Music  (at  Vme/place)  Listen  to  Music  (at  >me/place)   ü  “Insanely  Great”   ü  “Awesome”   ü  “Badass”   q  “Jackass”  (“Awful”)  
  • 41.   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hLp://businessmodels.ning.com  &  hLp://twiLer.com/RodKuhnKing   To  Obtain  “Hires”     (Chooses)   Business  Model   (Product/Service/Tool:   Func&onality;  “Job”/ Vitamins;  Pain  Killers)   Create  Value:   Enterprise  Engine   Deliver  Value:   Growth  Engine   Capture/Share  Value:   Value  Engine   B    u    s    i    n    e    s    s          M    o    d    e    l   q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   q  Profit  (Margin/Value)   o  Physical   o  Intellectual   o  Emo&onal   o  Spiritual   What  are  our  approach,  plan,  strategy,  tacVcs,  and/or  budget  for  conVnuous  innovaVon?   EXPERIENCE   (Value:  Delight/Pain)   What  is  our  business  model   (performance)?   What  is  our  customer  experience?     Who  is  our     primary  customer?   CUSTOMER  EXPERIENCE  (CE)  GAMEPLAN  for  Apple’s  iPod            MISSION/VISION/PURPOSE:  “Put  a  Dent  in  the  Universe”/Create  Insanely  Great  Customer  Experience/“Think  Different”   Customer   (High-­‐end  Customer/   Luxury  Spot:              Likes/Dislikes)   Play  Music  (at  Vme/place)  Listen  to  Music  (at  >me/place)   ü  “Insanely  Great”   ü  “Awesome”   ü  “Badass”   q  “Jackass”  (“Awful”)  
  • 42. Every  Successful  Business   Starts  and  Ends   With   Customer  Intelligence   (Wisdom  of  Customers)  
  • 43. Acknowledgement   The  following  topics,  which  describe  elements  of  a  business  model  on  slides  6-­‐12  as   well  as  36  &  41,  are  obtained  from  the  book,  “Business  Model  Genera>on”  by   Alexander  Osterwalder  and  Yves  Pigneur.     q  Key  Partners  (KP)   q  Key  Resources  (KR)   q  Key  Ac>vi>es  (KA)   q  Value  Proposi>on  (VP)   q  Channels  (CH)/Customer   Rela>onships  (CR)   q  Customer  Segments  (CS)   q  Cost  Structure  (C$)   q  Revenue  Streams  (R$)   The  above  topics  are  also  visually  presented  on  the  Business  Model  Canvas  which  can   be  obtained  here:    hmp://www.businessmodelgenera>on.com/downloads/business_model_canvas_poster.pdf