3. FOUR MACRO TRENDS
More
Connection
Unprecedented
Automation
Lower
Transaction
Costs
Demographic
Shifts
3
Source: McKinsey & Company
• Rising interconnectivity speeds,
disruption, upending the principles for
disruptive innovation
• Free-moving information bypasses-and
challenges, existing hierarchies
• Increased automation
undercuts the
mechanistic thinking
upon which
organizations were
created
• 200 years of
management thinking
on control and
predictability become
obsolete
• Barriers to entry and costs to
achieve scale are evaporating
• Internal bureaucracy presents
more friction than external
• Gen Z and beyond will
have new,
fundamentally
different career
aspirations
• Expect more variety
and learning, more
leadership and
promotion
opportunities, more
social impact, and
more career mobility
4. 9 KEYS FOR FUTURE
4
Who are we?
1. Define a resonant purpose
2. Sharpen your value agenda
3. Create a special culture
How do we operate?
4. Radically flatten your structure
5.Turbocharge decision making
6.Treat talent as the scarcer capital
How do we grow?
7.Take an ecosystem view
8. Build a data-rich technology platform
9.Accelerate learning
Source: McKinsey & Company
Purpose
Culture
Value
Structure
Tech
Platform
Talent
Learning
Decision
Making
Ecosystem
7. 7
What is Society 5.0?
A human-centered society that balances economic advancement with the
resolution of social problems by a system that highly integrates cyberspace
and physical space.
14. 14
DESIGN
Design is not about following processes.
It’s about being mindful of understand the
problem, the people, and the system, and
do iterative. Keep focus on people and the
entire system to solve the right problems.
Don Norman
23. Human Processor Model
Parameter Mean Range
Eye movement time 230 ms 70-700 ms
Decay half-life of visual image storage 200 ms 90-1000 ms
Visual Capacity 17 letters 7-17 letters
Decay half-life of auditory storage 1500 ms 90-3500 ms
Auditory Capacity 5 letters 4.4-6.2 letters
Perceptual processor cycle time 100 ms 50-200 ms
Cognitive processor cycle time 70 ms 25-170 ms
Motor processor cycle time 70 ms 30-100 ms
Effective working memory capacity 7 chunks 5-9 chunks
Pure working memory capacity 3 chunks 2.5-4.2 chunks
Decay half-life of working memory 7 sec 5-226 sec
Decay half-life of 1 chunk working memory 73 sec 73-226 sec
Decay half-life of 3 chunks working memory 7 sec 5-34 sec
23
24. Neuroscientific Methods
Neuronal Activity Within The
Brain (CNS)
Electroencephalogram
(EEG)
Magnetoencephalography
(MEG)
Steady
State
Topography
(SST)
Functional
Magnetic
Resonance
Imaging
(fMRI)
Positron-emission
Tomography
(PET)
Neuronal Activity of
The Peripheral
Nervous System (NPS)
Electrocardiogram
(ECG)
Galvanic
Skin
Response
(GSR)
Facial
Coding
(FC)
Facial
Electromyography
(FEMG)
OtherTechniques
EyeTracking (ET)
Stationary
Eye-tracker
Eye-tracker
Glasses
Eye-trackers
in
VR
Glasses
Eye-tracking
Through
Webcams
Implicit
Response
Test (IRT)
Semantic
Priming
Visual
Priming
Indoor
Positioning
Systems
Beacons
(GPS
Based)
Video
(Camera
Location)
Neckly
(GPS
Based
on
UWB)
24
33. Mental Models
Mental model is knowledge structure that individuals
construct to understand and explain their experiences.
The models are constrained by the individuals’ implicit
theories about these experiences, which can be more or
less accurate.
Johnson-Laird
33
37. Cognitive LoadTheory
Cognitive load refers to the total
amount of mental activity imposed on
working memory in any one instant.
Cognitive
Load
Intrinsic Load
• Manage with
good instructional
sequencing
Extraneous
Load
• Reduce with good
instructional
design
Germane Load
• Maximize this
37
38. CounterfactualThinking
Counterfactual thinking is thinking about a past that did
not happen.This is often the case in “if only…”
situations, where we wish something had or had not
happened.
• Upward vs. Downward
• Additive vs. Subtractive
• Self vs. Other
38
39. CounterfactualThinking
Why do we have counterfactual thoughts?
• Risk Aversion
• Behavior Intention
• Goal-Directed Activity
• Collective Action
• Benefits and Consequences
Change Behavior
39
40. Behavioral ChangeTheories
Fogg Behavior Model:
B = MAT
• Motivation:
• Pleasure or Pain
• Hope or fear
• Social acceptance or rejection
• Ability
We are fundamentally lazy
• Triggers
40
44. 44
COGNITIVE BIASES
Biases
Decision-making & behavior These biases affect people’s decision-making abilities, behavior and the
decisions they make based on the different information they get.
Thinking & problem solving These biases can change the way people think or solve problems and lead
them to come up with wrong conclusions.
Memories & recalling These biases can influence choices by either enhancing or impairing the
recall of a memory or altering the content of a reported memory.
Interview & user testing
These biases can directly influence designer, during interviews or user
testing, and may change the outcome of our research.They influence the
behavior of people we interview or people who will test your products
and services.
Team work, social & meetings
These biases can change the way groups of people work collectively and
interact with each other, whether in a meeting room or in their daily lives
in general.
Source: Stephanie Walter
45. 45
DECISION-MAKING & BEHAVIOR
DECISION-MAKING & BEHAVIOR
Anchoring
Availability
Heuristic
Default
Effect
Denomination
Effect
Loss
Aversion
Forer
/
Barnum
Effect
IKEA
Effect
Illusory
Truth
Effect
Mere
Exposure
Effect
Money
Illusion
Status
Quo
Bias
Unit
Bias
Authority
Bias
46. 46
THINKING & PROBLEM SOLVING
THINKING & PROBLEM SOLVING
Automation
Bias
Availability
Bandwagon
Confirmation
Bias
Curse
of
Knowledge
Hyperbolic
Discounting
Law
of
The
Instrument
Pro-innovation
Bias
Rhyme
as
Reason
Effect
Fear
of
Missing
Out
71. 71
HR LIFE CYCLE
Business
strategy
HR strategy
Organizational
design
Job & team
design
HR planning
Vision and
culture
Recruitment
& selection
Onboarding
and induction
Assessment
and appraisal
Training &
development
Engagement
& reward
Career
management
Exit
Source: Ulrich (2019)