22. internal innovation matching innovation
matching with bright startups
venture buildingseparation
Separate innovation unit.
分社化
integration
innovation unit
30. One day Workshops
Pitch Event
Bootcamp
Concept Development
Living Lab
Activities
Rainmaking
2006年設立 起業家のパートナーシップが始まり。14パートナーが共同経営者
2007年 共同経営者35パートナーに
2010年 スタートアップブートキャンププログラム開始。現在世界16都市で実施
現在 コペンハーゲン、ベルリン、シンガポール、ムンバイ、クアラルンプール、
ロンドン、NY、メキシコシティ/ 250社以上の投資実績
CPHには、ロフトとPier 47という二つのコワーキングスペース(リビングラボ)を保
有し、25以上のスタートアップ企業を支援、起業家・新規事業を育てる場所として
も機能。
Pier 47は、海運と金融の二つのテーマで支援を行なっている。
テーマごとにクラスターを構築 FoodTech、IoT, FinTech,スマートシティ(スマー
トエナジー)
海運関連 Startup
海運大手のイノベー
ション部門
31. Undo is a tech startup doing insurance, not an insurance company
doing an app.
When we introduce digital processes in Tryg we do it on top of our core
insurance business which has existed for many years. If we try and
innovate ourselves, the risk of doing more of the same is too big.
That’s why we have partnered with Rainmaking, as they are specialized in
crafting digital customer experiences - something that is digital from a-z
Lars Bonde, Group COO, Tryg
Rainmaking with Tryg
Tryg 北欧最大手の保険会社
現状では、2020年にはミレニアル世代の保険加入が30%
複雑すぎる
費用対効果を感じていない
ミレニアル世代をターゲットとした保険アプリUNDOを開発
Rainmakingと協働
12ヶ月でラウンチ
42. https://www.danfoss.com/en/about-danfoss/our-businesses/cooling/application-development-centers/
We provide you with lab capacity and industry-leading application knowledge in a
collaborative test environment for OEMs and Danfoss engineers. And we work on both
your customer- and market-driven development projects.
Together, we meet the challenges of energy efficiency and prepare for the transition to
new refrigerants, supporting the industry to prepare for the regulations and standards
shaping our future.
『DanfossのADCは、ラボ機能もち、産業を牽引するアプリケーション
の知見を集約させ、ダンフォスの技術者とOEMの皆さんが、協調して試
せる環境を提供しています。 皆様の顧客と一緒に、ニーズに基づく開発プ
ロジェクトを実施します。
ともに、エネルギー効率の向上、新しい冷蔵機能といった課題に取り組
み、我々の未来を形作る規制や標準化へ備えます。』
• 専門家との協働
• 反復テストを通したイノベーション
• 効率的効果的なビジネス
48. Design Thinking Tools
Preparation
Design Thinking Box
One day Workshops
Pitch Event
Bootcamp
Concept Development
Living Lab
Activities
Box
Preparation
Workshop
Q1 Q2 Q3 Q4
Pitch Event
Day M1 M2 M3
Bootcamp
Workshop
Concept Development
Open innovation をベースにしたConcept Development
51. One (A few) day workshops
Design thinking Brainstorming KJ Methods
Field investigation Ethnographical inquiry In-depth interview
Story telling workshop Persona Scenario Design game
53. Bootcamp
Duration: 1-3 months
Output: MVP, concrete concept for
development
1. Selection
2. Team building
3. Ideation: Concept developments
4. Mockup
5. Iterative design
6. Pitch event
54. Team
Building
Research
Problem sharing
Problem identification Sketch, Design
Pitch
Interactive test
Output
MVP
Concept
Requirements
Prototype TestIdeateUnderstand
bObles
bObles create value for children, but the
parents are the customers.
There are different customer segment:
· The parents that believe in bObles
story and vision
· The parents that do not believe in the
story
The important difference in these two
segments, are that the parents who
already believe in the story, will keep buy
the furniture with no further marketing
from bObles.
The future goal is to get more parents
believe in the story and vision of bObles,
including the fathers, that now is a minor
of the customers.
OOfffflliinnee CChhaannnneellss: bObles marketing through
the Tumbling Time and BarselsBreak events.
At these events bObles can tell their story
and vision in the most effective way. Here,
they also get ambassadors, who share the
story with other parents.
OOnnlliinnee CChhaannnneellss: bObles use bloggers as
ambassadors as well. They use their own
website and Facebook page to market their
brand. Besides this is the many private
bObles brand communities on Facebook,
which are very active and dedicated.
The ffuuttuurree goal is to be more present online
with a digital concept.
bObles key activities are the Tumbling
Time and BarselBreak events. This is
where the customers can get knowledge
of bObles, and how and why to use it.
They have bloggers to write about their
experience with bObles, which is im-
portant to share the story and believe in
the story.
A future is a digital solution to strength
the online presence through an online
concept.
HHeeaalltthh ccaarree ppaarrttnneerrss:
· Louise Hærvig, a physiotherapist,
who participate in the development
of new products.
· Vibeke Shultcs, a motor skill develop-
ment consultant.
· Kjeld Fredens, a brain researcher.
BBaarrsseellssBBrreeaakk aanndd TTuummbblliinngg TTiimmee part-
ners: Nordisk Film, Vores Børn and Lego.
TThhee rreettaaiilleerrss: Kære Børn, BabySam, Ma-
gasin, Arnold Busck etc. These are im-
portant because they sell the story be-
hind bObles, and are the direct contact
with the customer.
bObles’ ffuuttuurree goal is to have no retailers,
but only selling their furniture during
Tumbling Time events, where a buss
drives out and sell directly to the cus-
tomers.
The customers need to know why and how to use the furniture to be willing pay for it. If they know the
story behind bObles, why it is important to the motor skill development, and that it is long lasting in
both quality and use, they are willing to buy the product.
The furniture is typically something that you put on the wish list instead of buying it yourself. The cus-
tomers prefer to buy it in the stores over bObles own web store, meaning that bObles lose costs to the
retailers.
The happy development: furniture that
support children’s motor skill develop-
ment. bObles believe that a trained
motor skill development is an important
factor to be self-confident, have social
competencies, and improve the learning
ability.
The material: the furniture are made of
EVA foam, which is non toxic. The mate-
rial is creates value because it is not
dangerous for the child, and it is long
lasting and can be used for many years
without losing its purpose. The foam is
strong enough to the parents can use it
as well. It is important for the engage-
ment in the motor skill development.
Design product: the furniture are made
to look good in a living room, so the
parents would not feel forced to pack it
away in the children’s room.
The elephant drivers at the Tumbling Time
event are key resources, because they are
the persons who tell the story, and have the
direct communication with the users, the
children, and the customers, the parents.
bObles explain their vision with the furni-
ture to the sellers at the stores, and which
have the contact with the costumers, and is
therefore important as well.
The availability of the online channels are
important, because the customers always
have access to these, and can understand
why and how to use the furniture, when
they have the time for it.
2Group 2
The offline channels, like the Tumbling Time and BarselsBreak events are expensive, and even though the stores
have to pay for these event bObles do not earn any money. They have a high value, but only reach a few people.
It is the most effective way for bObles to tell their story, and the increase their sales after these events.
The online marketing channels is cheap, but is not that effective and do not tell the story well. Therefore, the
future goal is to have a better online concept to tell the story and vision.
The customer relationship with the cus-
tomer segment that already believe in the
story, is a strong relationship. They trust in
the brand, because they have understand
their vision, and will probably not doubt in
buying another bObles product. This de-
mands a flow of new bObles furniture, if
the parent should keep having something
new to buy.
The face-to-face communication is im-
portant for creating these strong relation-
ships during activities as Tumbling Time.
3/21/2017
Concept Development