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Technology Trends, Consumer Experience @MICA 2016

Technology trends and consumer experience, how to build for new age experience? how do we understand experience and its architecture? what are the possible candidates to attack to build an impact using technology.

Technology Trends, Consumer Experience @MICA 2016

  1. 1. CONSUMER - DATA - EXPERIENCE DESIGN THINKING
  2. 2. – A N O N Y M O U S “suddenly, i notice my fan move like a pendulum…holding my kids I ran out”
  3. 3. – A N O N Y M O U S “there are stories all around us we need to hear”
  4. 4. – S U P E R PA L “there are many ways to experience a story”
  5. 5. H T T P S : / / S R O G E R S . C A RT O D B . C O M / V I Z / 6 7 1 4 A 4 3 A - E C A 5 - 1 1 E 4 - 9 F 3 D - 0 E 8 5 3 D 0 4 7 B B A / E M B E D _ M A P “there are many ways to experience a story” – S U P E R PA L
  6. 6. – S U P E R PA L “its all about application of technology in a context”
  7. 7. – S U P E R PA L “technology application defines our destiny”
  8. 8. HOW DID WE ALL EXPERIENCE IT? MEDIA CONTENT S T O RY DATA SOCIAL APPS T E C H TA R G E T H U M A N S P H Y S I C A L
  9. 9. WHO AM I? M A N - M A C H I N E R E L AT I O N S H I P @ R AV I PA L 1 2 1 4 S U P E R PA L B L O G . W O R D P R E S S . C O M
  10. 10. 1© COPYRIGHT 2013 SAPIENTNITRO | CONFIDENTIAL P E O P L E ’ S P E R S O N @ R U C H I R PA N D E L I N K E D I N . C O M / I N / R U C H I R PA N D E
  11. 11. BRINGING IT TOGETHER - HOW TO DELIVER EXPERIENCES S T+ D E S I G N F O R H U M A N S E M PAT H E T I C N AT U R A L E X P E R I E N C E S D ATA STRATEGY ANALYTICS STORY SOLUTION CREATIVE
  12. 12. EVERYTHING THAT NEEDS TO BE SAID HAS ALREADY BEEN SAID. BUT SINCE NO ONE WAS LISTENING, EVERYTHING MUST BE SAID AGAIN andre paul THERE IS NOTHING NEW ABOUT THIS TALK
  13. 13. WE ARE HERE TO SHARE OUR EXPERIENCES, LEARNINGS AND CURRENT BELIEFS. THESE THOUGHTS MAY OR MAY NOT BE INDUSTRY STANDARDS, HOWEVER SOME OF THESE ARE INSPIRED BY INDUSTRY LEADERS AND THEIR WORK.
  14. 14. YOU SHOULD BE ABLE TO USE THESE THOUGHTS, IDEAS, FRAMEWORKS. WE WOULD PREFER A DIALOG SO THAT THE CONVERSATIONS ARE RICHER. THERE IS NO EXPERT HERE SO FEEL FREE TO CHIME IN.
  15. 15. THE GLOBAL ECONOMIC CRISIS HAS FUNDAMENTALLY RESET THE WAY COMPANIES DO BUSINESS Jeffery Immelt, CEO GE 2009 Annual meeting http://wallpaper222.com/explore/jeffrey-immelt-quotes/
  16. 16. WHAT IS IT LIKE OUT THERE? SOME CRUCIAL QUESTIONS ▸ less resources more output ▸ innovation is a regular vocabulary ▸ r&d is no more limited to selected few ▸ competitor attacks your product ▸ no second chances, get it right in one go https://www.flickr.com/photos/27845211@N02/
  17. 17. CONTEXT LET’S ALSO ADD ENVIRONMENTAL CHANGES ▸platform is eating the world ▸everybody is a casual programmer ▸its the age of disruption ▸lines between virtual and physical are blurring ▸and web is reversing
  18. 18. DIGITAL HAS FUNDAMENTALLY CHANGED EXPECTATIONS IN SHORT
  19. 19. S T R AT E G Y N E W A G E T O O L S DESIGN THINKINGEXPERIENCEINNOVATION
  20. 20. ACTIVITY HEALTH CHECK :) ▸who amongst you is creative? ▸what is design? ▸product vs service?
  21. 21. CREATIVITY != ARTISTIC SKILL superpal TIP
  22. 22. FRAMEWORK - PROCESS CUTTING EDGE TECHNOLOGIES EXCEPTIONAL OUTCOMES PROTOTYPE TEST INNOVATION IDEAS / STRATEGIES INSIGHTS OBSERVATIONS OPPORTUNITIES
  23. 23. IDENTIFYING PROBLEM D E S I G N T H I N K I N G C O N S U M E R POTENTIAL SOLUTIONS DEVELOPING PROTOTYPES TESTING & REFINING MEASURING
  24. 24. Recent trends show that people give preference to healthy food. Capitalizing on this, you plan to launch a unique food chain in India which offers healthy alternatives to popular food. You think that this might be successful as people will love to eat healthy and tasty food without feeling guilty about eating out. ACTIVITY
  25. 25. WE ARE IN THE AGE OF CHIEF EXECUTIVE CUSTOMER ibm TIP
  26. 26. DON’T GET INTO REASONING BE EMPATHETIC AND TRY AND LISTEN FOR THE NEED INTERVIEW YOUR PARTNER
  27. 27. NEED AS VERB (INSTEAD OF NOUN) TIPS
  28. 28. LOOK FOR AN INSIGHT INSIGHTS
  29. 29. POINT OF VIEW - A MODEL DESCRIBE CUSTOMER NEED INSIGHT
  30. 30. TIPS NARROW YOUR TARGET AUDIENCE ▸ narrow band of target consumers ▸ speeds up your development time ▸ guides your testing - narrows down your testing variables ▸ marketing - early insights ▸ saves money
  31. 31. TIPS FOCUS ON THE NEED ▸ allows for the problem definition to be accurate ▸ allows for multiple solutions/alternatives ▸ guides your testing - experience ▸ marketing - helps with the messaging
  32. 32. EXAMPLE TEMPLATE ______________ is a ________________ that allows _________________ to _______________ <product/service> <relatable tool> <specific target user> <use case> by : rohan puri
  33. 33. TIPS TOOLS PRIMARY, QUALITATIVE, IN CONTEXT SOCIAL LISTENING, DIGITAL ANTHROPOLOGY SECONDARY QUANTITATIVE
  34. 34. VALUE VALUE CREATION FRAMEWORK TECHNOLOGY (FEASIBILITY) BUSINESS (VIABILITY) PEOPLE & HUMAN VALUES (DESIRABILITY)
  35. 35. TIP VALUE CREATION - TENSION OF PATHS/JOURNEYS OUTSIDE IN (CONSUMER EXPERIENCE) INSIDE OUT (BUSINESS & TECH DRIVEN) being in consumer shoes functionality based, monetary gains
  36. 36. DESIGN THINKING IS ABOUT DOING (AS OPPOSED TO THINKING) superpal TIP
  37. 37. P R OTOT Y P I N G T E C H N I Q U E S MEDIA FROM FUTURE M I N I M U M V I A B L E P R O D U C T STORY BOARDS PHYSICAL PROPS VIDEO WIZARDRY
  38. 38. P R OTOT Y P E D E S I G N P R OTOT Y P E B U I L D I N G T H E T H I N G R I G H T B U I L D I N G T H E R I G H T T H I N G W H AT A R E T H E T E C H C H A L L E N G E S WO U L D P E O P L E U S E T H I S C A N W E M A K E T H I S WO R K W I T H O U R T E C H H OW WO U L D T H I S WO R K TO B E D E S I R A B L E W I L L I T M E E T R E Q U I R E M E N T S S H O U L D W E B U I L D I T AT A L L
  39. 39. TIP FAIL EARLY FAIL OFTEN FAIL FAST 0 25 50 75 100 PLANNING DEVELOPMENT TEST DELIVERY TOO LATE LEARN DANGER
  40. 40. TIP SPEND MAXIMUM TIME FRAMING THE PROBLEM understand OBSERVATIONS INSIGHT POINT OF VIEW TEST PROTOTYPE frame build validate re-frame re-build PROBLEM DEFINITION PROBLEM SOLUTION
  41. 41. TIPS TOOLS KEYNOTOPIA HEAP HEROKUHTML5 TEST FLIGHT DATA & ANALYTICS DISTRIBUTIONPROTOTYPE MEASUREMENT GOOGLE ANALYTICS
  42. 42. DATA - HOLY GRAIL
  43. 43. offline video
  44. 44. WHY DATA? PROMISE OF DATA DATA MINING HYPOTHESIS INTELLIGENT EVENTS QUESTION VALIDATION ACTIONABLE INSIGHT what do you want to happen? why it happened? what happened? prescriptive intelligencehistorical intelligence predictive intelligence business value
  45. 45. WHY DATA? PROMISE OF DATA DATA MINING HYPOTHESIS INTELLIGENT EVENTS QUESTION VALIDATION ACTIONABLE INSIGHT what do you want to happen? why it happened? what happened? prescriptive intelligencehistorical intelligence predictive intelligence RECOMMENDED ACTION INSIGHTSINFORMATION business value DATA
  46. 46. D ATA D R I V E N E X P E R I E N C E S P E R S O N A L I Z E D - R E L E VA N T & TA R G E T E D C O N T E X T U A L I Z E D - S P E C I F I C T O M Y S C E N A R I O R E A LT I M E - I N T H E M O M E N T
  47. 47. – S U P E R PA L “We need to focus on understanding consumer context to deliver relevant personalized experiences.” E X P L I C I T D ATA D E C L A R E D I M P L I C I T D ATA I N F E R R E D context circumstances people when, where
  48. 48. – A N O N Y M O U S “We are in the age of context.”
  49. 49. – S U P E R PA L “Data is the oxygen of the age of context.” C O N S U M E R R E S E A R C H P H Y S I C A L A N A LY T I C S C A M PA I G N A N A LY S I S S E N T I M E N T A N A LY S I S I N N O VAT I O N M O D E L I N G R I S K M O D E L I N G E X P E R I E N C E A N A LY T I C S F R A U D D E T E C T I O N S M A RT C I T I E S M U C H M O R E P R E D I C T I V E
  50. 50. UNDERSTAND (CONSUMER & CONTEXT) BUILD (INTELLIGENCE) OPTIMIZE (MEASURE) DATA AS A BUSINESS MODEL DATA AS THE INNOVATION TOOL
  51. 51. EXPERIENCE
  52. 52. H O W C A N Y O U R E - I N V E N T A C L O C K E X P E R I E N C E http://etc.usf.edu/clipart/33600/33609/clock-12-15_33609
  53. 53. NARRATE YOUR IDEA - DESIGN - FUNCTIONALITY ETC. DESIGN A BETTER CLOCK EXPERIENCE
  54. 54. OPTION - 1 https://www.facebook.com/electronicshub.org/videos/916718788350689/
  55. 55. OPTION 2 dm.ncl.ac.uk
  56. 56. THIS IS EXPERIENCE dm.ncl.ac.uk
  57. 57. – S U P E R PA L “Technology isn’t just SILICON.”
  58. 58. – S U P E R PA L “Experience isn't just a terminal.”
  59. 59. – S U P E R PA L “A human experience usually involves appealing to one or more of human senses”
  60. 60. A R C H I T E C T U R E P L AT F O R M S E R V I C E I N T E R A C T I O N E N G A G E M E N T
  61. 61. E X P E R I E N C E A R C H I T E C T U R E P L AT F O R M S E R V I C E I N T E R A C T I O N E N G A G E M E N T S E R V I C E - D E S I G N I N T E R A C T I O N - D E S I G N S TO RY
  62. 62. E X P E R I E N C E A R C H I T E C T U R E - F L AT T E N E D S E R V I C E - D E S I G N I N T E R A C T I O N - D E S I G N S TO RY WHAT DOES IT DOHOW DO I USE IT HOW DOES IT MAKE ME FEEL
  63. 63. B U I L D I N G A N I N T E R FA C E I S T H E C L O S E S T T O B U I L D I N G A N E X P E R I E N C E
  64. 64. – S U P E R PA L “enables interaction between subject and object.” I N T E R A C T I O N
  65. 65. I N T E R A C T I O N S • are the micro moments • micro moments form micro experiences • aggregated micro experiences together make for an experience M I C R O / P R O D U C T I N T E R A C T I O N M A C R O / B R A N D L I F E / P U R P O S E
  66. 66. • The wheel is an extension of the foot. • The book is an extension of the eye. • Clothing is an extension of the skin. • Electric circuitry is an extension of the central nervous system. — Marshall McLuhan M E D I U M I S T H E M E S S A G E
  67. 67. • Product’s success is increasingly determined by User Experience and not by technology. • Convenience and ease of use are key differentiators over functionality and form. • Innovations in interface layer and hence interaction design are going to usher human kinds into new era. — Superpal I N T E R FA C E I S T H E M E S S A G E
  68. 68. S E C O N D G E N I N T E R FA C E S A R E R U L I N G T H E R O O S T https://www.flickr.com/photos/jasonnewport/14674675588 https://commons.wikimedia.org/wiki/File:Flipboard-ipad-apple-853618-l.jpg https://en.wikipedia.org/wiki/Pinterest
  69. 69. – S U P E R PA L “localized and personalized push context would be the key to third gen interfaces”
  70. 70. I N T E R FA C E I S T H E E X P E R I E N C E I N T E R FA C E L AY E R PRODUCT / SERVICE AGGREGATES MULTIPLE INTERFACESHIDES THE COMPLEXITY
  71. 71. - S U P E R PA L “Interfaces could go invisible with pervasive computing but shall remain the key to natural experiences”
  72. 72. INNOVATION
  73. 73. WHAT’S INNOVATION?
  74. 74. X + Y TOGETHER CAN HELP ME DO Z ACTIVITY
  75. 75. Car Office Building Airlines Groceries Aadhar Card Railways Light Bulb Traffic Light Luggage Refrigerator Remote Control Coffee Maker
  76. 76. ITS NOT THE OUTCOME BUT ACTUALLY THE PROCESS LET’S DEFINE IT IN CONTEXT OF THIS WORKSHOP
  77. 77. THING ABOUT GOOD IDEA IS TO HAVE MANY IDEAS (LEAVE JUDGEMENT OUT) IDEA
  78. 78. ITS THE PROCESS OF COMING UP WITH MANY IDEAS HINT: GO FOR WILD BRAINSTORM
  79. 79. SYNTHESIS OVER ANALYSIS superpal TIP
  80. 80. I N N OVAT I O N PRODUCT INNOVATIONBRAND INNOVATION EXPERIENCE INNOVATION INNOVATE CONSUMER EXPERIENCEDEVELOP A NEW PRODUCTCREATE A NEW MARKET
  81. 81. I N N OVAT I O N A P P R OA C H E S LABS & PILOTSHYBRID AGILEANALYTICS & OPTIMIZATION LEAN STARTUP incremental breakthrough
  82. 82. TIPS - INNOVATION
  83. 83. – S U P E R PA L Computers are changing the way we live, but the real question is what is it that is not changing about them? I N N O VAT I O N I S A B O U T C H A L L E N G I N G T H E S TAT U S Q U O
  84. 84. – S U P E R PA L If you have built a perfect product, you are already late. M I N I M U M V I A B L E P R O D U C T I S T H E WAY T O G O
  85. 85. – S T E V E J O B S Design is how it works A P PA R E N T T E C H N O L O G Y I S A B A D D E S I G N
  86. 86. – S U P E R PA L Great work needs bold thinking - mix them around A N T I - D I S C I P L I N A RY I S T H E R I G H T T E A M D I S C I P L I N E
  87. 87. ANOTHER INTRO
  88. 88. TRENDS-EXPERIENCES TRENDS
  89. 89. martech landscape
  90. 90. ONE DEVICE TO MANY DEVICES - ALL OF THESE DEVICES TOGETHER REQUIRE A NEW WAY OF THINKING, DESIGNING AND DELIVERING EXPERIENCES superpal TREND 1
  91. 91. EXAMPLE
  92. 92. AMBIENT COMPUTING - TECH GOES INVISIBLE IT GETS INTEGRATED INTO YOUR ENVIRONMENT superpal TREND 2
  93. 93. EXAMPLE
  94. 94. EXAMPLE
  95. 95. COGNITIVE COMPUTING - MACHINES WILL COMPETE WITH HUMANS FOR THE SAME JOBS superpal TREND 3
  96. 96. EXAMPLE
  97. 97. PERVASIVE ANALYTICS - SENSORS, COMMUNICATION, DEVICES WILL FEED ALL KIND OF INFORMATION TO MACHINES superpal TREND 4
  98. 98. EXAMPLE
  99. 99. ON DEMAND MANUFACTURING - WHEN YOU WILL DOWNLOAD YOUR CLOTHES FROM INTERNET superpal TREND 5
  100. 100. EXAMPLE
  101. 101. IOT PLATFORMS - TO SUPPORT DEVICE MESH, AMBIENT COMPUTING AND INFORMATION OF EVERYTHING NEW KIND OF PLATFORMS WOULD RISE superpal TREND 6
  102. 102. ONE LAST THING
  103. 103. BRINGING IT TOGETHER - HOW TO DELIVER EXPERIENCES S T+ D E S I G N F O R H U M A N S E M PAT H E T I C N AT U R A L E X P E R I E N C E S D ATA STRATEGY ANALYTICS STORY SOLUTION CREATIVE

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