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Workshop Business Model Canvas Universitas Indonesia oleh Arry Rahmawan

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Slide yang digunakan saat saya menjadi narasumber Workshop Business Model Canvas di Universitas Indonesia - 17 April 2017.

Slide ini saya bagikan kepada para peserta workshop, dan semoga juga bermanfaat untuk sahabat semuanya yang ingin mewujudkan ide bisnis atau bereksperimen dengan model bisnisnya.

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Workshop Business Model Canvas Universitas Indonesia oleh Arry Rahmawan

  1. 1. Mengenal dan Mengoptimalkan BUSINESS MODEL CANVAS UI Incubate 2017 Universitas Indonesia Senin, 17 April 2017 Arry Rahmawan Founder, CerdasMulia Institute & SignifierGames.com Instructor, Direktorat Inovasi & Inkubator Bisnis UI
  2. 2. ARRY RAHMAWAN Entrepeneur – Lecturer - Author Aktivitas : • Founder, CerdasMulia Institute • Founder, SignifierGames.com • Founder, PortalStudentpreneur.com • Lecturer, Universitas Indonesia • Author, Studentpreneur Guidebook
  3. 3. 9 ¬ 0
  4. 4. 9 ¬ 0
  5. 5. 9 ¬ 0
  6. 6. Penulis buku Studentpreneur Guidebook
  7. 7. 2014Lulus IPK cum laude IPK S1 3.78 dan S2 4.00
  8. 8. Customer Relationship
  9. 9. Mengenal dan Mengoptimalkan BUSINESS MODEL CANVAS UI Incubate 2017 Universitas Indonesia Senin, 17 April 2017 Arry Rahmawan Founder CerdasMulia Group
  10. 10. Berdasarkan pengamatan…. Business Plan Pitching / Competition Build BusinessIdea
  11. 11. DISCUSSION Risk of Failure Length of business plan
  12. 12. Proses yang relevan… Business Plan Pitching / Competition Build ‘Real’ Business Idea Business Model* Validation Yes No Iterate
  13. 13. Business Model (Model Bisnis) ?Model Bisnis adalah penjelasan mengenai bagaimana sebuah organisasi MEMBUAT, MENYALURKAN, serta MENDAPAT KEUNTUNGAN dari nilai tambah / value yang diberikan.
  14. 14. Menciptakan Value Menyalurkan Value ORGANISASI BISNIS KONSUMEN / PELANGGAN Mendapat Keuntungan Product / Service Revenue (Rp) Gambaran Sederhana Business Model
  15. 15. BUSINESS MODEL CANVAS?
  16. 16. Alat bantu untuk MEMETAKAN dan MENGANALISIS Model Bisnis
  17. 17. 9Building Blocks
  18. 18. Case Study: SignifierGames.com
  19. 19. Ide Dasar: “Permainan untuk membantu pemahaman konsep yang sulit / kompleks”
  20. 20. Partner 1 Partner 2 Partner 3 … Segment 1 Segment 2 Segment 3 … Proposition 1 Proposition 2 Proposition 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Channel 1 Channel 2 Channel 3 … Relationship 1 Relationship 2 Relationship 3 … Cost 1 Cost 2 Cost 3 … Stream 1 Stream 2 Stream 3 … Offering Customers Infrastructure
  21. 21. Customer Segments Siapa pihak yang coba kamu bantu? Bagaimana detil pihak yang ingin dibantu? Keyword : PAIN, PROBLEM, NEEDS
  22. 22. “PAIN” nya adalah institusi yang kesulitan dalam mengajarkan hal – hal kompleks di bidangnya. Ø Dimensi Segmen: Ø Institusi Pendidikan Ø Korporat Ø Institusi yang ingin dapat menanamkan pemahaman kompleks dengan lebih efektif dan menyenangkan
  23. 23. Partner 1 Partner 2 Partner 3 … Proposition 1 Proposition 2 Proposition 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Channel 1 Channel 2 Channel 3 … Relationship 1 Relationship 2 Relationship 3 … Cost 1 Cost 2 Cost 3 … Stream 1 Stream 2 Stream 3 … Institusi pendidikan Perusahaan/ Korporat
  24. 24. Value Proposition Apa yang Anda tawarkan untuk membantu customer segment mengurangi masalah mereka? Keyword : CURE, DIFFERENTIATION, UNIQUENESS
  25. 25. Membuat “Serious Game” untuk Beberapa konsep Kompleks yang dapat di White Label Strategic Sourcing Management Game Project Management Game
  26. 26. Membuat pelatihan bagaimana cara membuat game - “How to Design you Own Serious Game”
  27. 27. Partner 1 Partner 2 Partner 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Channel 1 Channel 2 Channel 3 … Relationship 1 Relationship 2 Relationship 3 … Cost 1 Cost 2 Cost 3 … Stream 1 Stream 2 Stream 3 … Institusi pendidikan Perusahaan / Korporat “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  28. 28. Channel Bagaimana solusi yang Anda ciptakan (value proposition) bisa sampai ke customer? Keyword : ATTENTION, INTEREST, DELIVERY
  29. 29. Grabbing Attention & Interest -- Masukkan buku OMG di Amazon --
  30. 30. Grabbing Desire & Action
  31. 31. Grabbing Desire & Action
  32. 32. Partner 1 Partner 2 Partner 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Relationship 1 Relationship 2 Relationship 3 … Cost 1 Cost 2 Cost 3 … Stream 1 Stream 2 Stream 3 … Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  33. 33. Customer Relationship Bagaimana caranya agar customer loyal dan membeli solusi dari Anda berkali - kali? Keyword : LOYALTY, FANATICS, REPEATABLE
  34. 34. Customer Relationship – Sharing Community
  35. 35. Partner 1 Partner 2 Partner 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Cost 1 Cost 2 Cost 3 … Stream 1 Stream 2 Stream 3 … Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  36. 36. Revenue Stream Bagaimana organisasi atau perusahaan menghasilkan uang? Keyword : GET MONEY
  37. 37. Partner 1 Partner 2 Partner 3 … Activity 1 Activity 2 Activity 3 … Resource 1 Resource 2 Resource 3 … Cost 1 Cost 2 Cost 3 … Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  38. 38. Key Activities Apa yang harus dilakukan untuk menciptakan value? Keyword : Operation, Procedure
  39. 39. Partner 1 Partner 2 Partner 3 … Resource 1 Resource 2 Resource 3 … Cost 1 Cost 2 Cost 3 … Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. TFT 5. Marketing “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  40. 40. Key Resources Sumber daya apa saja yang diperlukan agar key activities dapat berjalam dengan lancar? Keyword : Capital, People, Tools
  41. 41. Partner 1 Partner 2 Partner 3 … Cost 1 Cost 2 Cost 3 … Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. TFT 5. Marketing 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  42. 42. Key Partners Siapa rekanan yang dapat mendongkrak kinerja organisasi? Keyword : COLLABORATION & PARTNERSHIP
  43. 43. Cost 1 Cost 2 Cost 3 … Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. TFT 5. Marketing 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection 1. Game & Learning Expert 2. Penerbit buku 3. Community 4. Conference 5. Professional trainers “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  44. 44. Cost Structure Biaya apa saja yang dikeluarkan untuk menjalankan bisnis? Keyword : SPENDING MONEY
  45. 45. Employee salary / HR payment Game R&D Cost Training/Workshop R&D Cost Marketing cost Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. Training for Trainer 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection 1. Game & Learning Expert 2. Penerbit buku 3. Community 4. Conference 5. Professional trainers “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  46. 46. Employee salary / HR payment Game R&D Cost Training/Workshop R&D Cost Marketing cost Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. Training for Trainer 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection 1. Game & Learning Expert 2. Penerbit buku 3. Community 4. Conference 5. Professional trainers “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  47. 47. What’s Next ?
  48. 48. Proses yang relevan… Business Plan Pitching / Competition Build ‘Real’ Business Idea Business Model* Validation Yes No Iterate
  49. 49. VALIDATION DESIRABILITY – Will customer want it? FEASIBILITY – Can I build it? VIABILITY - Will it be profitable?
  50. 50. VALIDATION 1.Does it make sense? 2.Could it be better? 3.Does the rest of my team understand and agree? Have additional ideas?
  51. 51. Employee salary / HR payment Game R&D Cost Training/Workshop R&D Cost Marketing cost Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. Training for Trainer 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection 1. Game & Learning Expert 2. Penerbit buku 3. Community 4. Conference 5. Professional trainers “Serious Game” dengan White label institusi Pelatihan “How to design your own serious game dengan expert
  52. 52. Employee salary / HR payment Game R&D Cost Training/Workshop R&D Cost Marketing cost Produk paket buku + game In – House Training Institusi pendidikan Perusahaan/ Korporat 1. Retailer 2. Website 3. Brosur 4. IHT 1. Free coaching 2. Community of Practice 1. Game R&D 2. Book Writing 3. Module Development 4. Training for Trainer 1. Talented People 2. Trusted references 3. Computer/Laptop 4. Internet connection 1. Game & Learning Expert 2. Penerbit buku 3. Community 4. Conference 5. Professional trainers Pemerintah / Kementerian Institusi pendidikan Swasta Pelatihan “How to design your own serious game dengan expert “Serious Game” dengan White label institusi Jasa pembuatan “Serious game” custom
  53. 53. WORKSHOP1. Buatlah grup yang terdiri dari 4-5 orang 2. Berikan nama grup yang positif 3. Buatlah BMC yang berisi rencana bisnis inovatif dengan target market mahasiswa. 4. Test “asumsi” dengan bertanya langsung kepada peserta di luar grup untuk validasi. Mereka yang ditanya tidak boleh menolak. 5. Presentasikan BMC mu di hadapan peserta lainnya
  54. 54. arry.rahmawan@gmail.com http://arryrahmawan.net BBM : 2BE3DD26 Connect with Me! Setelah sesi ini berakhir, berikan pesan kesanmu dengan mention ke akun twitter @ArryRahmawan untuk menjalin silaturahim :D @ArryRahmawan

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