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innovation in actionge#ng  more  people  physically  ac1ve  through  sport
#vsfwdthinking
“The  important  and  difficult  job  is  never  to  find  
the  right  answers,  it  is  to  find  the  right  ques<ons.  
For  there  are  few  things  as  useless  -­‐  if  not  
dangerous  -­‐  as  the  right  answer  to  the  wrong  
ques<on.”    
-­‐  Peter  Drucker,  The  Prac<ce  of  Management
welcome
join  the  conversa1on  on  twi7er  with  
@vicsportAU  
@DoingSomeGood  
#vsfwdthinking
DAVID  HOOD  
@DavidAHood
JULIAN  WATERS-­‐LYNCH  
@jwaterslynch
doingsomething
good
#vsfwdthinking
Julian  Waters-­‐Lynch  
DOING  SOMETHING  GOOD
@jwaterslynch
#vsfwdthinking
Ollie  Dudfield  
VICSPORT
@vicsportAU
#vsfwdthinking
David  Hood  
DOING  SOMETHING  GOOD
@DavidAHood
1.  Be  present.

Focus  on  what  you’re  doing  right  now  and  pay  
aBenCon  to  every  aspect  of  what  you’re  doing:  to  your  
body,  your  senses,  your  thoughts.    
2.  Accept  everything  as  an  offer.

Receive  thoughts,  ideas,  quesCons  or  comments  of  
others  as  a  giJ.  
3.  There  are  no  mistakes.

Only  invitaCons  into  a  new  level  of  creaCvity:  breaking  
paBerns  and  allowing  new  ones  to  emerge.  
4.  Make  everyone  else  look  good.  

You  do  not  have  to  defend  or  jusCfy  yourself  or  your  
posiCon  -­‐  others  will  do  that  for  you  and  you  do  that  
for  others.  
5.  Be  changed  by  what  is  said.

Accept  your  reacCon  as  an  opportunity  to  take  a  new  
or  expanded  perspecCve  to  inspire  new  ideas.  
6.  Keep  the  energy  going.

No  maBer  what  is  given,  or  what  happens,  accept  it  
and  keep  moving.    
7.  Serve  the  good  of  the  whole.

Always  carry  the  quesCon,  "How  can  I  best  serve  this  
situaCon?"  
8.  Yes  and  ...  

Fully  accept  what  is  happening  and  what  is  being  
offered,  and  add  a  NEW  piece  of  informaCon  -­‐  that  is  
what  allows  it  to  be  adapCve,  move  forward  and  stay  
generaCve.
Inspired  by  7  Basic  Improv  Principles  with  thanks  to  Michelle  James  (crea<veemergence.com)
DOING SOMETHING GOOD creative jammin’ principles
1. What  brought  you  here  today?  
2. What  does  innova<on  mean  to  you?
1. What  brought  you  here  today?  
2. What  does  innova<on  mean  to  you?
#vsfwdthinking
INNOVATION IN ACTION
@DavidAHood
innovation at a glance
What  is  an  innova1ve  idea?  What  does  it  
look  like?  What  are  the  characteris1cs  of  
an  innova1ve  idea?
•The  generaCon  of  something  new  and  valuable    
•Characterised  by  originality,  expressiveness  and  
imaginaCon;  
•The  ability  to  transcend  tradiConal  ideas,  rules,  
paBerns,  relaConships,  or  the  like,  and  create  
meaningful  new  ideas,  forms,  methods,  
interpretaCon,  etc.
•The  applicaCon  of  new  soluCons  that  meet  new  
requirements,  inarCculate  needs,  or  exisCng  
market  demands;    
•TranslaCng  something  new,  novel,  and  important  
that  into  a  new  context  or  system  through:  
• the  introducCon  of  something  new  or  
different;  
• an  improvement  to  something  already  
exisCng
Creativity Innovation
Innova<on  is  crea<vity  applied  for  a  new  or  novel  result…
Everybody  wants  to  be  innova1ve.…and  thus,  we  are  
looking  for  the  magic  formula.  
Well  here  you  go:  
Crea1vity  +  Itera1ve  Development    
=  Innova1on  
~  James  Dyson,  Founder  Dyson
how can we be more innovative?
“…roughly  25  percent  to  40  percent  of  what  we  do  innova1vely  
stems  from  gene1cs.  8  That  means  that  roughly  two-­‐thirds  of  
our  innova1on  skills  s1ll  come  through  learning—from  first  
understanding  the  skill,  then  prac1cing  it,  and  ul1mately  gaining  
confidence  in  our  capacity  to  create.”    
-­‐  Clayton  Christensen
generating innovative ideas
1. toolset  
2. skillset  
3. knowledgeset  
4. mindset
the innovator’s dna
1. Ques<oning  
2. Observing  
3. Networking  
4. Experimen<ng  
5. Associa<ng
1. questioning
Asking  ques1ons  that  challenge  common  wisdom.
2. observing
Scru1nising  customer,  supplier,  and  compe1tor  
behaviours  to  iden1fy  new  ways  of  doing  things.  
3. networking
Mee1ng  people  with  different  ideas,  backgrounds,  
and  perspec1ves.
4. experimenting
Construc1ng  interac1ve  experiences  that  provoke  
unorthodox  responses  to  see  what  insights  emerge
5. associating
Connec1ng  the  unconnected  across  ques1ons,  
problems,  or  ideas  from  unrelated  fields.
The innovator’s dna
“We  found  that  innova1ve  entrepreneurs  
(who  are  also  CEOs)  spend  50%  more  1me  
on  these  discovery  ac1vi1es  than  do  CEOs  
with  no  track  record  for  innova1on.”
generating innovative ideas
• Condi&ons

Environment,  rela1onships,  resources,  inten1ons  
• Principles  (not  rules)

Make  sure  they  are  genera1ve,  support  the  development  of  trust  and  maximise  
learning  (it  needs  to  be  OK  to  fail)  
• Approach

With  a  view  of  the  whole  system  and  it’s  interdependent  parts,  start  by  
understanding  the  problem,  who  you’re  solving  it  for  and  what  they  need  
• Prac&ces  and  Processes

That  are  divergent  and  exploratory  “How  Might  We  …?”,  Gamestorming,  Rapid  
Prototyping
http://hci.stanford.edu/dschool/resources/design-process/readable.html
“You  don’t  invent  the  answers,  you  reveal  the  
answers  by  finding  the  right  ques<ons.”    
-­‐  Jonas  Salk
Why  do  we  need  more  innova<ve  membership  
models?
What  features  are  people  looking  for  in  their  
ideal  membership  offering?
How  might  we  provide  a  membership  model  that  
meets  the  needs  of  emerging  markets?
#vsfwdthinking
how might we…?
@vicsportAU
#vsfwdthinking
start with why
@vicsportAU
People  don’t  buy  what  you  do  they  
buy  why  you  do  it.  ~  Simon  Sinek
‣ why:  belief,  moCvaCon  or  
purpose  (about  situaCon  &  
what’s  possible)  
‣ how:  your  unique  approach  to  
changing  the  current  situaCon  
and/or  offering  something  
new/beBer  
‣ what:  the  details  of  what  you  
are  going  to  be  doing/offering  
(products,  services  etc.)
#vsfwdthinking
the perfect fit
@jwaterslynch
human-centred
design
http://www.nitibhan.com/2013/01/reflections-on-design-thinking-for.html
Human Centred Design
https://dschool.stanford.edu/
Human Centred Design
Removing Barriers
• Can  I  do  it  when  I  want  to?  
• How  much  will  it  cost?  
• Where  do  I  have  to  go?  
• What  do  I  need  to  start?  
• Will  it  be  too  hard?  
• Will  it  be  fun?  
• What  do  I  have  to  fill  out?
FLEXIBILITY  
PRICE  
GEOGRAPHY  
EQUIPMENT  
SKILL  
PROCESS
Design for Delight
Remember the Customer Segment Research
Adults Children Volunteer
Example from the Edge
LARP
“The  real  voyage  of  discovery  consists  not  in  
seeking  new  landscapes  but  in  having  new  eyes.”    
-­‐  Marcel  Proust
LARPING
A  LARP  is:  
…a  cross  between  a  game  and  a  form  of  theatre.  It's  designing  a  character  or  persona  
to  fit  into  an  imaginary  world.  This,  depending  on  the  game,  can  involve  something  
almost  like  a  sport  where  you  fight  out  the  fights,  or  it  can  be  just  a  lot  of  talk…but  the  
gist  of  it  is  that  someone  creates  this  imaginary  segng  with  its  own  rules  and  its  own  
themes  and  some1mes  its  own  ideology.  [You]  make  a  character  who  fits  into  that  and  
play  the  character  in  that  environment.  It's  a  kind  of  total  immersion,  and  it  involves  a  
whole  lot  of  people  accep1ng  an  alternate  reality  at  once.  
In  other  words,  a  LARP  is  an  extended  interac1on  between  three  things  -­‐  a  world,  its  
rules  and  the  people  in  it.
#vsfwdthinking
needs & considerations
@DavidAHood
Empathyis not just about walking

in another's shoes.
First you must
remove your own.
STAKEHOLDER GROUPS
1. Members  (exisCng  LARPers)  
2. Members  (potenCal  LARPers)  
3. Partners  (VicHealth  or  Sport  &  Rec  Vic)  
4. Partners  (LARPing  Vic  or  LARPing  Australia)  
5. Board/Management  
6. Volunteers/CommiBees
scenario
Narre  Warren  LARPing  Club  is  one  of  the  most  successful  LARPing  Clubs  in  
Australia  -­‐  in  what’s  become  on  of  the  hoVest  community  spor&ng  ac&vi&es  in  
the  world.  
You’ve  grown  beyond  the  standard  offerings  or  services  of  other  LARPing  clubs  
around  Australia,  and  you’re  known  for  your  innova&ve  membership  op&ons.    
You  each  have  a  unique  perspec1ve,  and  par1cular  needs  and  considera1ons  as  
representa1ves  of  your  stakeholder  group.  
1. In  your  role,  in  relaConship  to  the  club,  what’s  most  important  for  you?  
2. What  are  you  responsible  for  -­‐  what  do  you  need  to  make  sure  is  happening?  
3. What  does  success  look  like  for  you  in  your  role?  What  sort  of  impact  would  
you  like  to  have?
EMPATHY MAP
What  am  I  seeing?
What  am  I  saying?  
What  am  I  doing?
What  am  I  hearing?
How  am  I  feeling?  
What  am  I  thinking?
Pain Gain
Fears | Frustrations | Obstacles Wants/Needs | Measures of Success
Stakeholder  Group:
scenario
Now  imagine  you’re  at  the  club.    
1. What’s  the  atmosphere  like?  What  are  you  seeing  and  hearing?  What  are  you  
feeling  and  thinking,  saying  and  doing?
scenario
Now  imagine  you’re  at  the  club.    
1. What’s  the  atmosphere  like?  What  are  you  seeing  and  hearing?  What  are  you  
feeling  and  thinking,  saying  and  doing?  
2. What  do  you  love  about  the  club,  what  it  has  to  offer  and  the  memberships  
available?  
3. Think  about  the  structure,  the  cost,  what  acCviCes  are  covered,  what  faciliCes  
and  equipment  they  have  access  to  and  other  features  and  benefits.  How  is  
membership  promoted,  how  do  people  sign  up  and  how  might  you  enable  
them  to  recruit  others?
#vsfwdthinking
idea generation
@jwaterslynch
developing  prototypes
A  prototype  is:  
• a  simple  simulaCon  of  the  experience  of  a  new  product  or  service  that  a  user  
can  interact  with  
• a  mockup  that  makes  an  idea  tangible  and  real  
Prototyping:  
• serves  to  provide  specificaCons  for  a  real,  working  system  rather  than  a  
theoreCcal  one  
• provides  a  way  to  help  surface  quesCons  about  the  desirability,  usability,  and  
feasibility  of  your  idea  
• helps  to  spot  problems  
• allows  designers  to  fail  early  (rather  than  a  product  or  service  to  fail  later)  
• saves  money  and  Cme
why  rapid  prototyping?
• design  and  test  concepts  (MVP)  quickly  and  effecCvely  
• taps  into  knowledge,  skills  and  insights  of  whole  team  and  
larger  groups  
• builds  capability  to  work  openly  and  collaboraCvely  
• forces  creaCvity  with  constraints  
• straighlorward  
• dynamic  
• fun
rapid
PROTOTYPing
1ST
DESIGN
Start  with  
the  basics
1ST
TEST
Test  your  
concept  
with  others
2ND
DESIGN
Refine  your  
concept  
2ND
TEST
Final  
feedback
15  
min
10  
min
10  
min
10  
min
5  
min
Final  design  
itera=on
Workshop  design  inspired  by  the  good  work  of  Pete  Williams  (@rexster)  
and  team,  DeloiBe  Centre  for  The  Edge  (@c4Edge),  Melbourne
3rd
DESIGN
1. KEEP  IT  SIMPLE.  You  don’t  have  to  cover

everything  at  this  stage.  
2. Think  about:  
1. ExisCng  and  potenCal  members  and  their  unique  needs  and  preferences.  
What  are  they  looking  for?  What  are  they  going  to  love  about  your  
membership  offering?  What  problem  are  you  solving  for  them?  
3. Be  able  to  explain  your  idea  quickly  and  simply.  
4. Assign  roles.  Who’s  the  scribe?  The  designer?  The  user?  
5. Test  internally  as  you  go…
round  one:  design
5  min
30    
SECONDS  
LEFT
1. You  have  10  minutes  to  explain  your  idea  to  

members  of  other  teams.  
2. Your  team  mates  will  split  up  and  go  to  other  tables  

and  hear  about  the  ideas  other  groups  have  come  up  with.  
Things  to  consider:    
1. Is  the  model  easy  to  understand?  Do  you  think  that  members  will  like  it  and  
find  it  easy  to  understand?  What’s  not  clear?  
2. What  has  been  missed  that  you  think  will  be  of  value?  
3. What  do  you  like  about  this  model?  Is  there  anything  you  think  that  is  
parCcularly  clever?
round  one:  test  &  feedback
10  
min
30    
SECONDS  
LEFT
1. Incorporate  feedback  and  ideas  from  people

who  came  to  your  table.  Share  it  with  your  team  

mates.  
2. Incorporate  what  your  team  mates  have  learned  from  other  teams.  
3. Start  to  refine  and  develop  different  elements  of  your  membership  offering.  
4. Think  about  the  needs  of  your  stakeholder  group  -­‐  what  are  their  interests,  
prioriCes  and  responsibiliCes  (if  any).  What  problems  or  challenges  do  they  
face  in  their  role  and  how  are  you  solving  them  with  your  model?
round  two:  design  itera=on
10  
min
30    
SECONDS  
LEFT
1. You  have  another  10  minutes  to  explain  your

idea  to  members  of  other  teams.  
2. Your  team  mates  will  split  up  again  and  go  to  other  tables  

and  see  how  the  other  team’s  ideas  have  developed.    
Things  to  consider:    
1. What  other  models  is  it  like?  
2.   How  is  this  model  beBer  than  other  models?  
3.   What  would  it  need  for  you  to  use  this  model?
round  two:  test  &  feedback
10  
min
30    
SECONDS  
LEFT
1. Incorporate  feedback  and  ideas  from  people

who  came  to  your  table.  Share  it  with  your  team  

mates.  
2. Incorporate  what  your  team  mates  have  learned  from  
other  teams.  
3. Final  opportunity  to  fine  tune  your  concept.
round  three:  design  itera=on
5  min
the
pitch
1. Your  pitch  is  allowed  to  be  up  to  2  minutes  long.  
2. Decide  on  a  name  for  your  product/service/

campaign.  
3. IdenCfy  the  problem  you’re  solving.  
4. IdenCfy  your  target  audience  and  the  value  you’re  creaCng  for  
them  (why  they’re  going  to  love  it).  
5. Explain  how  it  works  -­‐  your  target  audience  and  other  key  
stakeholders  need  to  understand.    
6. Decide  on  the  format.  A  standard  sales  pitch,  a  demonstraCon  
or  a  story  board  of  your  user  journey?  
pitch  design
10  
min
what  makes  a  great  pitch?
1. Start  with  why.  
1. What’s  the  problem  you’re  solving.?  
2. Why  is  it  important?  
3. What’s  the  impact?  Use  memorable  facts,  figures,  anecdotes  and  
metaphors.  
2. What’s  your  soluCon?  
3. Who’s  your  audience?  
4. What  do  they  value?  
5. How  is  your  idea  different  from  others  out  there?
what  makes  a  great  pitch?
6. Who  are  you  partnering  with?  
7. What  are  you  building  on  that  already  exists?  
8. Where  are  you  in  the  stage  of  implemenCng  your  idea?  
9. What  do  you  need  to  take  the  next  step?  
10. How  can  we  help  you  get  there?  What  would  you  like  us  to  do?  
11. Share  your  passion.  
12. Finish  with  your  tagline.
the  30  second  pitch
http://techcrunch.com/2010/11/03/madlibs-pitch-adeo-ressi-founder-institute/
[We/my organisation/project] is
developing a [defined offering] to
help [target audience] to
[solve a problem] with
[secret sauce].
the innovator’s dna
1. Ques<oning  
2. Observing  
3. Networking  
4. Experimen<ng  
5. Associa<ng
I have no
special talents.
I am only
passionately
curious.
~ Albert Einstein
stay curious
stay curious…
thank  you
join  the  conversa1on  on  twi7er  with  
@vicsportAU  
@DoingSomeGood  
#vsfwdthinking
DAVID  HOOD  
@DavidAHood
JULIAN  WATERS-­‐LYNCH  
@jwaterslynch
doingsomething
good

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Innovation in Action workshop with Vicsport March 2015

  • 1. innovation in actionge#ng  more  people  physically  ac1ve  through  sport #vsfwdthinking
  • 2. “The  important  and  difficult  job  is  never  to  find   the  right  answers,  it  is  to  find  the  right  ques<ons.   For  there  are  few  things  as  useless  -­‐  if  not   dangerous  -­‐  as  the  right  answer  to  the  wrong   ques<on.”     -­‐  Peter  Drucker,  The  Prac<ce  of  Management
  • 3. welcome join  the  conversa1on  on  twi7er  with   @vicsportAU   @DoingSomeGood   #vsfwdthinking DAVID  HOOD   @DavidAHood JULIAN  WATERS-­‐LYNCH   @jwaterslynch doingsomething good
  • 4. #vsfwdthinking Julian  Waters-­‐Lynch   DOING  SOMETHING  GOOD @jwaterslynch
  • 6. #vsfwdthinking David  Hood   DOING  SOMETHING  GOOD @DavidAHood
  • 7. 1.  Be  present.
 Focus  on  what  you’re  doing  right  now  and  pay   aBenCon  to  every  aspect  of  what  you’re  doing:  to  your   body,  your  senses,  your  thoughts.     2.  Accept  everything  as  an  offer.
 Receive  thoughts,  ideas,  quesCons  or  comments  of   others  as  a  giJ.   3.  There  are  no  mistakes.
 Only  invitaCons  into  a  new  level  of  creaCvity:  breaking   paBerns  and  allowing  new  ones  to  emerge.   4.  Make  everyone  else  look  good.  
 You  do  not  have  to  defend  or  jusCfy  yourself  or  your   posiCon  -­‐  others  will  do  that  for  you  and  you  do  that   for  others.   5.  Be  changed  by  what  is  said.
 Accept  your  reacCon  as  an  opportunity  to  take  a  new   or  expanded  perspecCve  to  inspire  new  ideas.   6.  Keep  the  energy  going.
 No  maBer  what  is  given,  or  what  happens,  accept  it   and  keep  moving.     7.  Serve  the  good  of  the  whole.
 Always  carry  the  quesCon,  "How  can  I  best  serve  this   situaCon?"   8.  Yes  and  ...  
 Fully  accept  what  is  happening  and  what  is  being   offered,  and  add  a  NEW  piece  of  informaCon  -­‐  that  is   what  allows  it  to  be  adapCve,  move  forward  and  stay   generaCve. Inspired  by  7  Basic  Improv  Principles  with  thanks  to  Michelle  James  (crea<veemergence.com) DOING SOMETHING GOOD creative jammin’ principles
  • 8. 1. What  brought  you  here  today?   2. What  does  innova<on  mean  to  you?
  • 9. 1. What  brought  you  here  today?   2. What  does  innova<on  mean  to  you?
  • 11. innovation at a glance What  is  an  innova1ve  idea?  What  does  it   look  like?  What  are  the  characteris1cs  of   an  innova1ve  idea?
  • 12. •The  generaCon  of  something  new  and  valuable     •Characterised  by  originality,  expressiveness  and   imaginaCon;   •The  ability  to  transcend  tradiConal  ideas,  rules,   paBerns,  relaConships,  or  the  like,  and  create   meaningful  new  ideas,  forms,  methods,   interpretaCon,  etc. •The  applicaCon  of  new  soluCons  that  meet  new   requirements,  inarCculate  needs,  or  exisCng   market  demands;     •TranslaCng  something  new,  novel,  and  important   that  into  a  new  context  or  system  through:   • the  introducCon  of  something  new  or   different;   • an  improvement  to  something  already   exisCng Creativity Innovation Innova<on  is  crea<vity  applied  for  a  new  or  novel  result…
  • 13. Everybody  wants  to  be  innova1ve.…and  thus,  we  are   looking  for  the  magic  formula.   Well  here  you  go:   Crea1vity  +  Itera1ve  Development     =  Innova1on   ~  James  Dyson,  Founder  Dyson
  • 14. how can we be more innovative? “…roughly  25  percent  to  40  percent  of  what  we  do  innova1vely   stems  from  gene1cs.  8  That  means  that  roughly  two-­‐thirds  of   our  innova1on  skills  s1ll  come  through  learning—from  first   understanding  the  skill,  then  prac1cing  it,  and  ul1mately  gaining   confidence  in  our  capacity  to  create.”     -­‐  Clayton  Christensen
  • 15. generating innovative ideas 1. toolset   2. skillset   3. knowledgeset   4. mindset
  • 16.
  • 17. the innovator’s dna 1. Ques<oning   2. Observing   3. Networking   4. Experimen<ng   5. Associa<ng
  • 18. 1. questioning Asking  ques1ons  that  challenge  common  wisdom.
  • 19. 2. observing Scru1nising  customer,  supplier,  and  compe1tor   behaviours  to  iden1fy  new  ways  of  doing  things.  
  • 20. 3. networking Mee1ng  people  with  different  ideas,  backgrounds,   and  perspec1ves.
  • 21. 4. experimenting Construc1ng  interac1ve  experiences  that  provoke   unorthodox  responses  to  see  what  insights  emerge
  • 22. 5. associating Connec1ng  the  unconnected  across  ques1ons,   problems,  or  ideas  from  unrelated  fields.
  • 23. The innovator’s dna “We  found  that  innova1ve  entrepreneurs   (who  are  also  CEOs)  spend  50%  more  1me   on  these  discovery  ac1vi1es  than  do  CEOs   with  no  track  record  for  innova1on.”
  • 24. generating innovative ideas • Condi&ons
 Environment,  rela1onships,  resources,  inten1ons   • Principles  (not  rules)
 Make  sure  they  are  genera1ve,  support  the  development  of  trust  and  maximise   learning  (it  needs  to  be  OK  to  fail)   • Approach
 With  a  view  of  the  whole  system  and  it’s  interdependent  parts,  start  by   understanding  the  problem,  who  you’re  solving  it  for  and  what  they  need   • Prac&ces  and  Processes
 That  are  divergent  and  exploratory  “How  Might  We  …?”,  Gamestorming,  Rapid   Prototyping
  • 25.
  • 27. “You  don’t  invent  the  answers,  you  reveal  the   answers  by  finding  the  right  ques<ons.”     -­‐  Jonas  Salk
  • 28. Why  do  we  need  more  innova<ve  membership   models?
  • 29. What  features  are  people  looking  for  in  their   ideal  membership  offering?
  • 30. How  might  we  provide  a  membership  model  that   meets  the  needs  of  emerging  markets?
  • 32.
  • 34. People  don’t  buy  what  you  do  they   buy  why  you  do  it.  ~  Simon  Sinek
  • 35. ‣ why:  belief,  moCvaCon  or   purpose  (about  situaCon  &   what’s  possible)   ‣ how:  your  unique  approach  to   changing  the  current  situaCon   and/or  offering  something   new/beBer   ‣ what:  the  details  of  what  you   are  going  to  be  doing/offering   (products,  services  etc.)
  • 40. Removing Barriers • Can  I  do  it  when  I  want  to?   • How  much  will  it  cost?   • Where  do  I  have  to  go?   • What  do  I  need  to  start?   • Will  it  be  too  hard?   • Will  it  be  fun?   • What  do  I  have  to  fill  out? FLEXIBILITY   PRICE   GEOGRAPHY   EQUIPMENT   SKILL   PROCESS
  • 42. Remember the Customer Segment Research Adults Children Volunteer
  • 43. Example from the Edge LARP
  • 44. “The  real  voyage  of  discovery  consists  not  in   seeking  new  landscapes  but  in  having  new  eyes.”     -­‐  Marcel  Proust
  • 45.
  • 46. LARPING A  LARP  is:   …a  cross  between  a  game  and  a  form  of  theatre.  It's  designing  a  character  or  persona   to  fit  into  an  imaginary  world.  This,  depending  on  the  game,  can  involve  something   almost  like  a  sport  where  you  fight  out  the  fights,  or  it  can  be  just  a  lot  of  talk…but  the   gist  of  it  is  that  someone  creates  this  imaginary  segng  with  its  own  rules  and  its  own   themes  and  some1mes  its  own  ideology.  [You]  make  a  character  who  fits  into  that  and   play  the  character  in  that  environment.  It's  a  kind  of  total  immersion,  and  it  involves  a   whole  lot  of  people  accep1ng  an  alternate  reality  at  once.   In  other  words,  a  LARP  is  an  extended  interac1on  between  three  things  -­‐  a  world,  its   rules  and  the  people  in  it.
  • 47.
  • 49. Empathyis not just about walking
 in another's shoes. First you must remove your own.
  • 50. STAKEHOLDER GROUPS 1. Members  (exisCng  LARPers)   2. Members  (potenCal  LARPers)   3. Partners  (VicHealth  or  Sport  &  Rec  Vic)   4. Partners  (LARPing  Vic  or  LARPing  Australia)   5. Board/Management   6. Volunteers/CommiBees
  • 51. scenario Narre  Warren  LARPing  Club  is  one  of  the  most  successful  LARPing  Clubs  in   Australia  -­‐  in  what’s  become  on  of  the  hoVest  community  spor&ng  ac&vi&es  in   the  world.   You’ve  grown  beyond  the  standard  offerings  or  services  of  other  LARPing  clubs   around  Australia,  and  you’re  known  for  your  innova&ve  membership  op&ons.     You  each  have  a  unique  perspec1ve,  and  par1cular  needs  and  considera1ons  as   representa1ves  of  your  stakeholder  group.   1. In  your  role,  in  relaConship  to  the  club,  what’s  most  important  for  you?   2. What  are  you  responsible  for  -­‐  what  do  you  need  to  make  sure  is  happening?   3. What  does  success  look  like  for  you  in  your  role?  What  sort  of  impact  would   you  like  to  have?
  • 52. EMPATHY MAP What  am  I  seeing? What  am  I  saying?   What  am  I  doing? What  am  I  hearing? How  am  I  feeling?   What  am  I  thinking? Pain Gain Fears | Frustrations | Obstacles Wants/Needs | Measures of Success Stakeholder  Group:
  • 53. scenario Now  imagine  you’re  at  the  club.     1. What’s  the  atmosphere  like?  What  are  you  seeing  and  hearing?  What  are  you   feeling  and  thinking,  saying  and  doing?
  • 54. scenario Now  imagine  you’re  at  the  club.     1. What’s  the  atmosphere  like?  What  are  you  seeing  and  hearing?  What  are  you   feeling  and  thinking,  saying  and  doing?   2. What  do  you  love  about  the  club,  what  it  has  to  offer  and  the  memberships   available?   3. Think  about  the  structure,  the  cost,  what  acCviCes  are  covered,  what  faciliCes   and  equipment  they  have  access  to  and  other  features  and  benefits.  How  is   membership  promoted,  how  do  people  sign  up  and  how  might  you  enable   them  to  recruit  others?
  • 56. developing  prototypes A  prototype  is:   • a  simple  simulaCon  of  the  experience  of  a  new  product  or  service  that  a  user   can  interact  with   • a  mockup  that  makes  an  idea  tangible  and  real   Prototyping:   • serves  to  provide  specificaCons  for  a  real,  working  system  rather  than  a   theoreCcal  one   • provides  a  way  to  help  surface  quesCons  about  the  desirability,  usability,  and   feasibility  of  your  idea   • helps  to  spot  problems   • allows  designers  to  fail  early  (rather  than  a  product  or  service  to  fail  later)   • saves  money  and  Cme
  • 57. why  rapid  prototyping? • design  and  test  concepts  (MVP)  quickly  and  effecCvely   • taps  into  knowledge,  skills  and  insights  of  whole  team  and   larger  groups   • builds  capability  to  work  openly  and  collaboraCvely   • forces  creaCvity  with  constraints   • straighlorward   • dynamic   • fun
  • 58. rapid PROTOTYPing 1ST DESIGN Start  with   the  basics 1ST TEST Test  your   concept   with  others 2ND DESIGN Refine  your   concept   2ND TEST Final   feedback 15   min 10   min 10   min 10   min 5   min Final  design   itera=on Workshop  design  inspired  by  the  good  work  of  Pete  Williams  (@rexster)   and  team,  DeloiBe  Centre  for  The  Edge  (@c4Edge),  Melbourne 3rd DESIGN
  • 59. 1. KEEP  IT  SIMPLE.  You  don’t  have  to  cover
 everything  at  this  stage.   2. Think  about:   1. ExisCng  and  potenCal  members  and  their  unique  needs  and  preferences.   What  are  they  looking  for?  What  are  they  going  to  love  about  your   membership  offering?  What  problem  are  you  solving  for  them?   3. Be  able  to  explain  your  idea  quickly  and  simply.   4. Assign  roles.  Who’s  the  scribe?  The  designer?  The  user?   5. Test  internally  as  you  go… round  one:  design 5  min
  • 60. 30     SECONDS   LEFT
  • 61. 1. You  have  10  minutes  to  explain  your  idea  to  
 members  of  other  teams.   2. Your  team  mates  will  split  up  and  go  to  other  tables  
 and  hear  about  the  ideas  other  groups  have  come  up  with.   Things  to  consider:     1. Is  the  model  easy  to  understand?  Do  you  think  that  members  will  like  it  and   find  it  easy  to  understand?  What’s  not  clear?   2. What  has  been  missed  that  you  think  will  be  of  value?   3. What  do  you  like  about  this  model?  Is  there  anything  you  think  that  is   parCcularly  clever? round  one:  test  &  feedback 10   min
  • 62. 30     SECONDS   LEFT
  • 63. 1. Incorporate  feedback  and  ideas  from  people
 who  came  to  your  table.  Share  it  with  your  team  
 mates.   2. Incorporate  what  your  team  mates  have  learned  from  other  teams.   3. Start  to  refine  and  develop  different  elements  of  your  membership  offering.   4. Think  about  the  needs  of  your  stakeholder  group  -­‐  what  are  their  interests,   prioriCes  and  responsibiliCes  (if  any).  What  problems  or  challenges  do  they   face  in  their  role  and  how  are  you  solving  them  with  your  model? round  two:  design  itera=on 10   min
  • 64. 30     SECONDS   LEFT
  • 65. 1. You  have  another  10  minutes  to  explain  your
 idea  to  members  of  other  teams.   2. Your  team  mates  will  split  up  again  and  go  to  other  tables  
 and  see  how  the  other  team’s  ideas  have  developed.     Things  to  consider:     1. What  other  models  is  it  like?   2.  How  is  this  model  beBer  than  other  models?   3.  What  would  it  need  for  you  to  use  this  model? round  two:  test  &  feedback 10   min
  • 66. 30     SECONDS   LEFT
  • 67. 1. Incorporate  feedback  and  ideas  from  people
 who  came  to  your  table.  Share  it  with  your  team  
 mates.   2. Incorporate  what  your  team  mates  have  learned  from   other  teams.   3. Final  opportunity  to  fine  tune  your  concept. round  three:  design  itera=on 5  min
  • 69. 1. Your  pitch  is  allowed  to  be  up  to  2  minutes  long.   2. Decide  on  a  name  for  your  product/service/
 campaign.   3. IdenCfy  the  problem  you’re  solving.   4. IdenCfy  your  target  audience  and  the  value  you’re  creaCng  for   them  (why  they’re  going  to  love  it).   5. Explain  how  it  works  -­‐  your  target  audience  and  other  key   stakeholders  need  to  understand.     6. Decide  on  the  format.  A  standard  sales  pitch,  a  demonstraCon   or  a  story  board  of  your  user  journey?   pitch  design 10   min
  • 70.
  • 71. what  makes  a  great  pitch? 1. Start  with  why.   1. What’s  the  problem  you’re  solving.?   2. Why  is  it  important?   3. What’s  the  impact?  Use  memorable  facts,  figures,  anecdotes  and   metaphors.   2. What’s  your  soluCon?   3. Who’s  your  audience?   4. What  do  they  value?   5. How  is  your  idea  different  from  others  out  there?
  • 72. what  makes  a  great  pitch? 6. Who  are  you  partnering  with?   7. What  are  you  building  on  that  already  exists?   8. Where  are  you  in  the  stage  of  implemenCng  your  idea?   9. What  do  you  need  to  take  the  next  step?   10. How  can  we  help  you  get  there?  What  would  you  like  us  to  do?   11. Share  your  passion.   12. Finish  with  your  tagline.
  • 73. the  30  second  pitch http://techcrunch.com/2010/11/03/madlibs-pitch-adeo-ressi-founder-institute/ [We/my organisation/project] is developing a [defined offering] to help [target audience] to [solve a problem] with [secret sauce].
  • 74. the innovator’s dna 1. Ques<oning   2. Observing   3. Networking   4. Experimen<ng   5. Associa<ng
  • 75. I have no special talents. I am only passionately curious. ~ Albert Einstein
  • 77. thank  you join  the  conversa1on  on  twi7er  with   @vicsportAU   @DoingSomeGood   #vsfwdthinking DAVID  HOOD   @DavidAHood JULIAN  WATERS-­‐LYNCH   @jwaterslynch doingsomething good