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1© Iain Sanders, Game-Changing Innovation 2013-16
2© Iain Sanders, Game-Changing Innovation 2013-16
3© Iain Sanders, Game-Changing Innovation 2013-16
4© Iain Sanders, Game-Changing Innovation 2013-16
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Stage Context [Orientation] Tools
B: Benefits
[Outcomes]
O: Outputs
[Products /
Services]
C: Changes
[Processes /
Operators]
E. Enablers
[Resources]
R:
Requirements
1 Value Proposition VPS
2 Business Model BMC
3 Benefits Mapping BRM
4
Systematic Ideation
Systems Engineering
TRIZ, SE
5
Failure Prediction
Design of Experiments
DFSS,
FMEA, DOE
6 Benefits Optimisation
AD, DSM,
TRIZ, SE
7
Engineering Requirements
Project Management
OPPM, SE
Lean Agile Innovation Management
BENEFITS MAPPING
© Game-Changing Innovation, 2013-16
43
© Iain Sanders, Game-Changing Innovation 2013-16 44
Stage-1: Frame Problem, or Frame Opportunity
45
Stage-1: Frame Problem, or Frame Opportunity
© Iain Sanders, Game-Changing Innovation 2013-16
47
48
Who?
How?
What?
Why?
How?
Where?
Who?
Who?
What?
Where?
How Many? How Many?
48© Iain Sanders, Game-Changing Innovation 2013-16
Information Requirements for the Business Model Canvas
Managing Observations in the OODA Loop
© Iain Sanders, Game-Changing Innovation 2013-16 49
50
© Iain Sanders, Game-Changing Innovation 2013-16
5151© Iain Sanders, Game-Changing Innovation 2013-16
Stage-2: Formulate Problem, or Formulate Opportunity
52
Stage-2: Formulate Problem, or Formulate Opportunity
© Iain Sanders, Game-Changing Innovation 2013-16
5353© Iain Sanders, Game-Changing Innovation 2013-16
10 Types of Innovation Applied to the Business Model Canvas
NETWORK
PROCESS
STRUCTURE
PROFIT MODEL
PRODUCT
SYSTEM
BRAND
PRODUCT
PERFORMANCE
SERVICE
CHANNEL
CUSTOMER
ENGAGEMENT
Frame ‘Fragile’ Problems / ‘Anti-fragile’ Opportunities
Step Question Objective
1 What business are we in? Segment the business according to our customers and
our competition
2 Where do we make money? Define our true profitability by segment, by product,
and by customer
3 How good are our competitive positions? Determine the strength of our positions
4 What skills and capabilities underpin our
success?
Find out what we do well and why we are successful in
our business
5 Is this a good market to be in? Determine the attractiveness of our markets
6 What do the customers think? Learn about the views of our customers and what that
means for how we do business
7 What about the competitors? Get insight into our competitors and their perspective
on the business
8 Should we do something else? Decide where to innovate in our business
9 Who are we, and what will we do? Finalise our strategy by defining what we are now,
who we want to be, and how to change
10 How can we raise profits quickly? Decide the steps to take for short-term improvements
54© Iain Sanders, Game-Changing Innovation 2013-16
55
Design Structure Matrix (DSM) Benefits Realization Management
R: REQUIRE-
MENTS
• HOW WILL WE
DO IT? (5)
E: ENABLERS
• WHAT DO WE
HAVE? (3)
C: CHANGES
• WHAT MUST
WE DO? (4)
O: OUTPUTS
• WHAT DO WE
NEED? (2)
B: BENEFITS
• WHERE ARE WE
GOING? (1)
[5. TASKS TO DELIVER]
[3. RESOURCES]
[4. PROCESSES]
[2. PRODUCTS]
[1. OUTCOMES]
© Iain Sanders, Game-Changing Innovation 2013-16
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Stage-3: Define and Measure Requirements for Benefits Realization
© Iain Sanders, Game-Changing Innovation 2013-16
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Stage-3: Define and Measure Requirements for Benefits Realization © Iain Sanders, Game-Changing Innovation 2013-16
Stage-3: Define and Measure Requirements
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Stage-3:DefineandMeasureRequirements
© Iain Sanders, Game-Changing Innovation 2013-16
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62© Iain Sanders, Game-Changing Innovation 2013-16
Stage-4: Capture and Generate Ideas
Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16 63
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Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16
© Iain Sanders, Game-Changing Innovation 2013-16 65
66
Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16
BASIC FRAGILE PROBLEM-SOLVING PROCESS:
DEFINE THE QUALITATIVE CHANGE CONDITION:
CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM].
CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE
SYSTEM].
© Iain Sanders, Game-Changing Innovation 2013-16
67
Part 1 of 2 : Identify and define the right “problem”
Stage-4: Capture and Generate Ideas
BASIC FRAGILE PROBLEM-SOLVING PROCESS:
DEFINE THE QUALITATIVE CHANGE CONDITION:
CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM].
CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE
SYSTEM].
68
Increasing Robustness
Part 1 of 2 : Identify and define the right “problem”
Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16
BASIC FRAGILE PROBLEM-SOLVING PROCESS:
DEFINE THE QUALITATIVE CHANGE CONDITION:
CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM].
CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE
SYSTEM].
69
Part 1 of 2 : Identify and define the right “problem”
Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16
PART BASIC FRAGILE PROBLEM-SOLVING PROCESS:
1 DEFINE THE UNDESIRED EFFECTS: LIST THE WORSENING FACTORS.
2 DEFINE THE ACTIONS: THAT WILL CANCEL THE UNDESIRED EFFECTS.
70
Part 2 of 2: Find the right “pattern” to solve problem
Stage-4: Capture and Generate Ideas
© Iain Sanders, Game-Changing Innovation 2013-16
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© Iain Sanders, Game-Changing Innovation 2013-16
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81© Iain Sanders, Game-Changing Innovation 2013-16
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83
84
85
86
Systems Engineering Method over Life Cycle
87© Iain Sanders, Game-Changing Innovation 2013-16
Status of System Materialization at the Various Phases
88© Iain Sanders, Game-Changing Innovation 2013-16
89
Major Stage Reviews and Systems Engineering V Process
© Iain Sanders, Game-Changing Innovation 2013-16
Conclusion
The key to adapting to a changing environment, is to build sufficient
anti-fragility into your system / infrastructure to enable reorientation –
faster than any crisis can prevent it.
Thank you very much!
Iain Sanders, Game-changing Innovation
Email: iain@gamechanginginnovation.org
90© Iain Sanders, Game-Changing Innovation 2013-16

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Anti-Fragile Systems

  • 1. 1© Iain Sanders, Game-Changing Innovation 2013-16
  • 2. 2© Iain Sanders, Game-Changing Innovation 2013-16
  • 3. 3© Iain Sanders, Game-Changing Innovation 2013-16
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  • 42. 42 Stage Context [Orientation] Tools B: Benefits [Outcomes] O: Outputs [Products / Services] C: Changes [Processes / Operators] E. Enablers [Resources] R: Requirements 1 Value Proposition VPS 2 Business Model BMC 3 Benefits Mapping BRM 4 Systematic Ideation Systems Engineering TRIZ, SE 5 Failure Prediction Design of Experiments DFSS, FMEA, DOE 6 Benefits Optimisation AD, DSM, TRIZ, SE 7 Engineering Requirements Project Management OPPM, SE Lean Agile Innovation Management BENEFITS MAPPING © Game-Changing Innovation, 2013-16
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  • 44. © Iain Sanders, Game-Changing Innovation 2013-16 44 Stage-1: Frame Problem, or Frame Opportunity
  • 45. 45 Stage-1: Frame Problem, or Frame Opportunity © Iain Sanders, Game-Changing Innovation 2013-16
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  • 48. 48 Who? How? What? Why? How? Where? Who? Who? What? Where? How Many? How Many? 48© Iain Sanders, Game-Changing Innovation 2013-16 Information Requirements for the Business Model Canvas
  • 49. Managing Observations in the OODA Loop © Iain Sanders, Game-Changing Innovation 2013-16 49
  • 50. 50 © Iain Sanders, Game-Changing Innovation 2013-16
  • 51. 5151© Iain Sanders, Game-Changing Innovation 2013-16 Stage-2: Formulate Problem, or Formulate Opportunity
  • 52. 52 Stage-2: Formulate Problem, or Formulate Opportunity © Iain Sanders, Game-Changing Innovation 2013-16
  • 53. 5353© Iain Sanders, Game-Changing Innovation 2013-16 10 Types of Innovation Applied to the Business Model Canvas NETWORK PROCESS STRUCTURE PROFIT MODEL PRODUCT SYSTEM BRAND PRODUCT PERFORMANCE SERVICE CHANNEL CUSTOMER ENGAGEMENT
  • 54. Frame ‘Fragile’ Problems / ‘Anti-fragile’ Opportunities Step Question Objective 1 What business are we in? Segment the business according to our customers and our competition 2 Where do we make money? Define our true profitability by segment, by product, and by customer 3 How good are our competitive positions? Determine the strength of our positions 4 What skills and capabilities underpin our success? Find out what we do well and why we are successful in our business 5 Is this a good market to be in? Determine the attractiveness of our markets 6 What do the customers think? Learn about the views of our customers and what that means for how we do business 7 What about the competitors? Get insight into our competitors and their perspective on the business 8 Should we do something else? Decide where to innovate in our business 9 Who are we, and what will we do? Finalise our strategy by defining what we are now, who we want to be, and how to change 10 How can we raise profits quickly? Decide the steps to take for short-term improvements 54© Iain Sanders, Game-Changing Innovation 2013-16
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  • 56. Design Structure Matrix (DSM) Benefits Realization Management R: REQUIRE- MENTS • HOW WILL WE DO IT? (5) E: ENABLERS • WHAT DO WE HAVE? (3) C: CHANGES • WHAT MUST WE DO? (4) O: OUTPUTS • WHAT DO WE NEED? (2) B: BENEFITS • WHERE ARE WE GOING? (1) [5. TASKS TO DELIVER] [3. RESOURCES] [4. PROCESSES] [2. PRODUCTS] [1. OUTCOMES] © Iain Sanders, Game-Changing Innovation 2013-16 56
  • 57. 57 Stage-3: Define and Measure Requirements for Benefits Realization © Iain Sanders, Game-Changing Innovation 2013-16
  • 58. 58 Stage-3: Define and Measure Requirements for Benefits Realization © Iain Sanders, Game-Changing Innovation 2013-16
  • 59. Stage-3: Define and Measure Requirements © Iain Sanders, Game-Changing Innovation 2013-16 59
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  • 62. 62© Iain Sanders, Game-Changing Innovation 2013-16 Stage-4: Capture and Generate Ideas
  • 63. Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16 63
  • 64. 64 Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16
  • 65. © Iain Sanders, Game-Changing Innovation 2013-16 65
  • 66. 66 Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16
  • 67. BASIC FRAGILE PROBLEM-SOLVING PROCESS: DEFINE THE QUALITATIVE CHANGE CONDITION: CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM]. CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE SYSTEM]. © Iain Sanders, Game-Changing Innovation 2013-16 67 Part 1 of 2 : Identify and define the right “problem” Stage-4: Capture and Generate Ideas
  • 68. BASIC FRAGILE PROBLEM-SOLVING PROCESS: DEFINE THE QUALITATIVE CHANGE CONDITION: CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM]. CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE SYSTEM]. 68 Increasing Robustness Part 1 of 2 : Identify and define the right “problem” Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16
  • 69. BASIC FRAGILE PROBLEM-SOLVING PROCESS: DEFINE THE QUALITATIVE CHANGE CONDITION: CONDITION 1: THE UNDESIRED EFFECT CEASES TO BE SENSITIVE TO THE WORSENING FACTOR [ROBUST SYSTEM]. CONDITION 2: THE RELATIONSHIP BETWEEN THE UNDESIRED EFFECT AND THE WORSENING FACTOR IS REVERSED [ANTI-FRAGILE SYSTEM]. 69 Part 1 of 2 : Identify and define the right “problem” Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16
  • 70. PART BASIC FRAGILE PROBLEM-SOLVING PROCESS: 1 DEFINE THE UNDESIRED EFFECTS: LIST THE WORSENING FACTORS. 2 DEFINE THE ACTIONS: THAT WILL CANCEL THE UNDESIRED EFFECTS. 70 Part 2 of 2: Find the right “pattern” to solve problem Stage-4: Capture and Generate Ideas © Iain Sanders, Game-Changing Innovation 2013-16
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  • 73. © Iain Sanders, Game-Changing Innovation 2013-16 73 © Iain Sanders, Game-Changing Innovation 2013-16
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  • 75. © Iain Sanders, Game-Changing Innovation 2013-16 75
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  • 78. © Iain Sanders, Game-Changing Innovation 2013-16 78
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  • 87. Systems Engineering Method over Life Cycle 87© Iain Sanders, Game-Changing Innovation 2013-16
  • 88. Status of System Materialization at the Various Phases 88© Iain Sanders, Game-Changing Innovation 2013-16
  • 89. 89 Major Stage Reviews and Systems Engineering V Process © Iain Sanders, Game-Changing Innovation 2013-16
  • 90. Conclusion The key to adapting to a changing environment, is to build sufficient anti-fragility into your system / infrastructure to enable reorientation – faster than any crisis can prevent it. Thank you very much! Iain Sanders, Game-changing Innovation Email: iain@gamechanginginnovation.org 90© Iain Sanders, Game-Changing Innovation 2013-16