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Befinnovative bootcamp


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be finnovative bootcamp presentation by Crowdpolicy

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Befinnovative bootcamp

  1. 1. BootCamp 21-23.10.2016 Μιχάλης Ψαλλίδας 1
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  3. 3. Πρόγραμμα 3 Ώρες Παρασκευή 21.10 - Απόγευμα 16:30 - 17:00 Προσέλευση - Καφές 17:00 - 20:00 Σύντομες παρουσιάσεις (Pitches) από τις ομάδες που διακρίθηκαν στο πρώτο στάδιο αξιολόγησης (εκτίμηση για 25 ομάδες x 6 λεπτά). 20:00 - 20:30 Ερωτήσεις Οργάνωση των ομάδων σε Sprint Groups Σάββατο 22.10.2016 - Πρωί 10:00 - 10:30 Προσέλευση - Καφές 10:30 - 13:30 Sprint - Group A Oι μέντορες συνεργάζονται με τις ομάδες (Group A) για τη βελτίωση της ιδέας τους Ώρες Σάββατο 22.10.2016 - Απόγευμα 16:00 - 19:00 Sprint - Group B Oι μέντορες συνεργάζονται με τις ομάδες (Group B) για τη βελτίωση της ιδέας τους 19:00 - 20:00 Συνάντηση μεντόρων και μελών της επιτροπής αξιολόγησης Κυριακή 23.10.2016 - Πρωί 11:00 - 14:00 Τελικές Παρουσιάσεις ομάδων 14:30 - 15:30 Συνεδρίαση επιτροπής αξιολόγησης για την επιλογή των ομάδων του πρώτου κύκλου του επιταχυντή 17:00 Online ανακοίνωση των ομάδων που θα παρακολουθήσουν τον 1ο κύκλο του επιταχυντή
  4. 4. Ροή Προγράμματος ● Παρασκευή 21 Οκτωβρίου ○ Παρουσίαση ομάδων, 5 min κάθε παρουσίαση ○ Κοινό είναι οι υπόλοιπες ομάδες, κριτές, μέντορες ○ Δημιουργία Sprint Groups (A, B) ● Σάββατο 22 Οκτωβρίου (ανά Group) ○ Περιγραφή διαδικασίας ○ Design thinking (1.5 ώρα) ○ Pitching preparation (1 ώρα) ● Κυριακή 23 Οκτωβρίου ○ Παρουσιάσεις ομάδων, 5 min κάθε παρουσίαση ○ Διαδικασία ανοιχτή στο κοινό ○ Βαθμολογία από κοινό και κριτές ○ Αποτελέσματα - ποιοι θα συμμετέχουν στον 1ο κύκλο 4
  5. 5. Παρασκευή 21 Οκτωβρίου 17:00 - 20:00 ● Οι ομάδες θα παρουσιάσουν την πρότασή τους. ● Η κάθε παρουσίαση θα πρέπει να είναι έως 5 λεπτά. ● Είναι επιθυμητή η παρουσίαση με ppt / pdf. ● Οι ομάδες θα πρέπει να έχουν τις παρουσιάσεις σε usb stick εάν χρησιμοποιηθεί ο υπολογιστής παρουσιάσεων ή θα συνδέσουν τον δικό τους υπολογιστή (VGA ή HDMI port). 5
  6. 6. Σάββατο 22 Οκτωβρίου 2 sprint groups, πρωί στις 10:30, απόγευμα στις 16:00. Η διαδικασία θα γίνει για κάθε Group. ● A Μέρος: Design Thinking Exercises (100 λεπτά) ● Διάλειμμα (20 λεπτά) ● Β Μέρος: Pitching Preparation (60 λεπτά) 6
  7. 7. Εργαλεία Design Thinking Business Model Canvas Guy Kawasaki pitch deck 7
  8. 8. Μέρος Α 8
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  11. 11. Design Thinking 11
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  13. 13. 13 Ξεκινάμε από «το πρόβλημα» ή την ανεκπλήρωτη ανάγκη- επιθυμία Για να παρέχουμε μια λύση που θα είναι στην τομή: Αναγκών, Τεχνολογικής εφικτότητας και Οικονομικής βιωσιμότητας
  14. 14. Διαφορετική προσέγγιση 14
  15. 15. From insights to innovation 15
  16. 16. Τομή 2 κόσμων 16
  17. 17. Design Thinking 17
  18. 18. Exercises ● Needs / Wants / Desires ● Problem statement ● Critical Path ● Assumptions / Test Board ● Storyboards 18
  19. 19. Needs / Wants / Desires Needs, Wants, Desires is a Card Sorting exercise to help figure out priorities. It's best to use when there are a lot of feature ideas being thrown around when there isn't a good sense of which is the most important. Instructions: 1. List out feature ideas on Post-its. 2. Divide up the whiteboard into 3 sections: Needs, Wants, and Desires 3. For the first feature, add it to Needs if it is critical to the job to be done, Wants if it is supplemental to the main job to be done, Desires if it outside of the main job to be done. It is best to reflect on the Problem Statement while doing this. 4. Repeat for each of the remaining ideas. 5. Once all of the features are sorted, look at each section and the features in them and verify that each feature in is the appropriate section. 19 20 min
  20. 20. Problem statement Instructions 1. The facilitator leads discussion by writing statements on the whiteboard for everyone to see. 2. Write down all of the potential problems that the user has. 3. What are all the jobs-to-be-done? 4. What is the problem that this product is going to solve? 5. What is the motivation behind what the user wants? 6. As a group decide which problem is the most critical. 7. Continue to refine language around the Problem Statement. 8. Leave up in a clear visible spot in the room so that it is easy to reflect back on. 20 It is best to identify the job-to-be-done that the sprint is trying to solve as early in the process as possible. Identifying the problem will help to determine if there is a problem, if that problem is solvable, and how to solve that problem. This step will be the first step to answering this question: What is this product, and is it useful? 20 min
  21. 21. Critical Path Instructions 1. Starting with the Problem Statement as the first step, as a group, use your understanding of the Problem Statement to map out the steps of the user's journey through solving that problem 2. The Facilitator should stand at the whiteboard and draw the flow. 3. Keep adding steps until you've reached a solution. 21 The Critical Path should be discussed after a Problem Statement has been agreed upon. Once completed, the Critical Path should give a step-by-step map of the user's most critical experience, from having the problem to solving the problem, and every step in-between. 20 min
  22. 22. Assumptions / Test Board Instructions 1. Have a dedicated space to collect Assumptions on the whiteboard. 2. Throughout the sprint have everyone write down assumptions that they are making or that they hear other people making and put them up on the whiteboard. 3. At the end of Converge, create a table with 3 columns: Assumption, Test, Validated if. 4. List out all of the assumptions that team is making. 5. For each assumption decide how you plan on testing to see if the assumptions are valid or not and how you know if that assumption is valid. 6. Repeat till all assumptions have a test for them. 22 It is best to always keep track of the assumptions that you and your team are making about your product through the life of the product. During the product sprint this should be done throughout all phases. It is best to analyze and figure out how to test the assumptions during Converge. 20 min
  23. 23. Storyboard Instructions 1. Start with a blank sheet of paper and put 3 sticky notes going down the side of the page. 2. Choose an idea that you had previously from another exercise like Mind Mapping or Crazy Eights to put more thought and detail into. 3. Each sticky note is one frame in the storyboard. The sticky note should be used to draw the action that is happening. Use the room on the paper to the side of the Post-it to give a brief explanation. Make sure that each frame is understandable without further verbal explanation. 4. Fill in each frame in the storyboard. 5. Give the storyboard a title that encapsulates what is happening. 6. Hang each story board on the wall with tape or a pin. 7. Have either a Silent Critique, a Group Critique or both. 23 The goal is to take the ideas we’ve generated so far and sketch an actual UI showing how a user would move through this part of the story — where they click, what info they enter, what they think, etc. 20 min
  24. 24. Μέρος Β 24
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  32. 32. Online business model canvas work online 32
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  34. 34. The Only 10 Slides You Need in Your Pitch I am evangelizing the 10/20/30 Rule of PowerPoint. It’s quite simple: a pitch should have ten slides, last no more than twenty minutes, and contain no font smaller than thirty points. This rule is applicable for any presentation to reach agreement: for example, raising capital, making a sale, forming a partnership, etc. 34
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  40. 40. 40 References Design Thinking ● ● ● Business Model Canvas ● ● Guy Kawasaki pitch deck ● ●