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Applied innovation battle mid term update

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Disruption and Design
Into for Applied Innovation Battle Update

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Applied innovation battle mid term update

  1. 1. Disrupt Arnd Brugman (Mobile) Innovator
  2. 2. Contextual People First Design
  3. 3. ‘…more and more companies are discovering that not only is usability good for users, it’s also good business.’ Susan Weinschenk, Chief of Technical Staff Human Factors International Usability: A Business Case
  4. 4. UX Design? A person’s perceptions and responses that result from the use and/or anticipated use of a product, system or service. Vision ISO 9241-110:2010 (clause 2.15)
  5. 5. Mobile First Digital First People First A brief overview of the past
  6. 6. Digital First Mobile First People First Crappy Usable Awesome Fixed Dynamic Agile Technical Desktop Mobile+ Journey Experience Flexibility Drive Scope GracefullyDegraded ProgressivelyEnhanced ContextAware Features Relations Perspective
  7. 7. It’s not about (screen) size User Centric, People First
  8. 8. UX Design involves a person’s behaviors, attitudes, and emotions about using a particular product, system or service. http://en.wikipedia.org/wiki/User_experience
  9. 9. Devils Triangle Cheaper Faster Better
  10. 10. Why How Start with Why? What Simon Sinek
  11. 11. Contextual Intention
  12. 12. The role of IT B T
  13. 13. The new role of IT BT
  14. 14. The Nexus of Forces Nexus
  15. 15. SMAC SOCIAL, MOBILE, ANALYTICS, CLOUD The New Enterprise IT Model
  16. 16. B - SMAC + ioT Social Mobile Analytics Cloud Things
  17. 17. 3rd platform
  18. 18. Applied is a verb Innovation
  19. 19. 1. Exponen*al growth of technology. The consequent disrup*ve innova*ons put pressure on exis*ng companies. Owing to the constantly changing (business) environment, companies have to constantly change and adapt (Con*nuous Design). 2. It is impera*ve that a corporate culture is created in which innova*on is embraced, instead of confronted with feelings of distrust or resistance. Innova*on must become the major process within a company. 3. Trust made scalable by technology. From centrally controlled organiza*ons we are moving towards decentralized, distributed plaJorms. Exis*ng companies must be unbundled. The physical world will be organized and structuralized in substan*ally different ways from those to which we are accustomed, thanks to the deployment of digital technology. As a direct result, IT and business will merge seamlessly into one another. One possible consequence of this is a rise in technological unemployment, as work is increasingly taken over by robots and algorithms. 4. PlaJorm economy players such as Bitcoin, Airbnb and Uber show us a world in which transparency is the new norm, and where, as a consequence, everyone can assess one another. It is no longer about ownership/ possession/control of products, but about having access to / controlling all kinds of services. This requires and opens up all kinds of possibili*es for new working methods. Reputa*on becomes the new currency. 5. Informa*on technology democra*zes. Now, the consumer possesses the tools to op*mize his experience. The customer is the radiant central point, the linchpin around which the new economic systems revolve. More than ever, the customer is king. 6. The anxious customer obsession from the past has made way for a wave of new opportuni*es. Thanks to SMACT, it is now possible to create surprising customer experiences at all conceivable mobile-contact moments. AZer the ini*al transforma*on of atoms into bits, they now materialize once again in the actuality of our physical world. With a further thrust of bits into atoms, the circle of service to the customer CONCLUSION AND CONSIDERATIONS

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