DPM Notes 5
DPM Notes 5
Session 8
Digital Product Management
What is a prototype?
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Why prototype?
Low-fidelity Prototyping
Uses materials that are very different from the intended final version, such as paper
and cardboard
Used during early stages of development
Cheap and easy to modify so they support the exploration of alternative designs
and ideas
It is never intended to be integrated into the final system. They are for exploration
only.
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Storyboards
Sketching
Index cards
‘Wizard of Oz’
Storyboard
§ Initially from the film industry, used to get the idea of a scene
§ Snapshots at particular points in the interaction
§ Series of sketches
§ shows how a user can perform a task using the device
§ Often used with scenarios
§ brings more detail to the written scenario
§ offers stakeholders a chance to role-play with the prototype, by stepping
through the scenario
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Sketching
• Drawing skills are not critical
• symbols to indicate tasks, activities, objects
• flowcharts for time-related issues
• block diagrams for functional components
Index cards
• Small cards (3 X 5 inches)
• Each card represents one screen
• multiple screens can be shown easily on a table or the wall
• Thread or lines can indicate relationships between screens like
• sequence
• hyperlinks
• Often used in website development
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‘Wizard-of-Oz’ prototyping
• Simulated interaction
The user thinks they are interacting with a computer, but a developer is
providing output rather than the system.
User
>Blurb blurb
>Do this
>Why?
High-fidelity prototyping
• Choice of materials and methods
• similar or identical to the ones in the final product
• Looks more like the final system
• appearance, not functionality
• Misled user expectations
• users may think they have a full system
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Compromises in prototyping
• All prototypes involve compromises
• Compromises in low-fidelity prototypes:
• device doesn't actually work
• Compromises in high-fidelity prototypes:
• limited functionality available
• Two common types of compromise
• ‘horizontal’: provide a wide range of functions, but with little detail
• ‘vertical’: provide a lot of detail for only a few functions
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Conducting a Test
• Four testers (minimum)
• greeter - puts users at ease & gets data
• facilitator - only team member who speaks
• gives instructions & encourages thoughts, opinions
• computer - knows application logic & controls it
• always simulates the response, w/o explanation
• observers - take notes & recommendations
• Typical session is 1 hour
• preparation, the test, debriefing
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Evaluating Results
• Sort & prioritize observations
• what was important?
• lots of problems in the same area?
• Create a written report on findings
• gives agenda for meeting on design changes
• Make changes & iterate
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Business Model
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Alexander Osterwalder
www.strategizer.com
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9 Building Blocks
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9 Building Blocks
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Design
Difficult to measure,
Performance
but important in
Fashion & Consumer Common way to Customization
Electronics create value
Tailoring products &
services to specific
PC sector relied on Customers
powerful machines,
but has limits Enables customized
products & economy
of scale
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Risk Reduction
“Getting the Job
Done” Price Customers value risk
reduction
Create value by Low-price has
helping Customer get implications for rest
jobs done of Business Model
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Channels provide:
• Product awareness
• Allow Customers to purchase
• Provide post-purchase support
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Relationship Motivations:
•Acquisition
•Retention
•Boost Sales (upselling)
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Licensing
Asset Sale
Subscription Fee
•Physical product sale •Grant to use IP
•Sell continuous •Common in media
access to service industry
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Pricing Mechanisms
Fixed “Menu” Pricing Dynamic Pricing
Price negotiated between
Fixed prices for products, Negotiation
List Price parties & is dependent on
& services (Bargaining)
negotiation skill
Price depends on
Product Feature Price depends on number
Yield Management inventory and time frame
Dependent or quality
of purchase
Customer
Price depends on type & Price established based on
Segment Real-time Markets
characteristic of Segment supply and demand
Dependent
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Physical
•Buildings, cars, machinery,
Intellectual
systems, point-of-sales
systems, and distribution •Brands, proprietary
knowledge, patents
Human copyrights, partnerships, and
•Critical in knowledge Customer data bases
intensive & creative businesses •IP difficult to develop, but
powerful
Financial
•Cash, credit, stock
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Production
•Design, mfg., & deliver
product in quantity or superior
quality
Platform / Network
•Dominates mfg. Business
Models •Networks, matchmaking,
software and brands can
serve as platforms
Problem Solving
•Develop new solutions
•Dominates knowledge
management Business Models
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Types of partnerships:
1.Strategic alliances between non-
competitors
2.Strategic alliance between
competitors
3.Joint Ventures to develop new
business
4.Buyer-Supplier to assure reliable
supply
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Partnership Motivations
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Cost Driven:
Low Cost Value Proposition, automation, & outsourcing
Value Driven:
Focused on value creation, not cost. Premium Value Propositions
and personalized service
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Lean startup
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History
Robert Deming
Toyota Lean Manufacturing
Agile Software Development
Lean Startup
Steve Blank
Eric Ries
Alexander Osterwalder
Lean Startup Community
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Uncertainty?
Technical / product risk
Can we build this?
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Assumption?
Starts with “I believe that” statements
Clarifies your current understanding of what
you don’t know with certainty
Some are more important than others
Identify and isolate critical assumptions
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Assumptions Example
Early Assumption
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Exercise
• Write a list of assumptions for your product / business innovation?
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Impact
Will kill
OR
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Exercise
• Identify your most important assumptions using the
simple prioritization from the previous page?
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What is a hypothesis?
• “If then” statement that helps design tests for an assumption
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Exercise
• For your most important assumption, write some hypotheses you
might want to test?
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“Professional
photographed listings
get 2-3 times more
business (and host
don’t turn down free
professional
photography.”
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What is an Experiment?
• A scientific procedure undertaken to make a discovery, test a hypothesis, or demonstrate
a known fact
• Or
• A scientific test in which you perform a series of actions and carefully observe their
effects in order to learn about something
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• An MVP helps you answer a specific question about one of your assumptions
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Exercise
• For the key assumption / hypothesis, design the most simple MVP you can think.
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Validated Learning
• Translate your critical assumptions into an experiment:
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Customer Development
• Talking to people
• “Get out of the building”
• Qualitative interviews to learn more about customer needs and
behaviors
• May start with the first test you run after you build an MVP
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Pivot
• Change in direction without a change in vision
• OR
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Experimentation
• Process of rapidly learning what customers want and will pay for
• Test assumptions so that you don’t waste time and money building
the wrong thing
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B. Testing process
• Build-Measure-Learn loop
• Identify your assumptions
• Prioritize assumptions
• Focus on assumption with biggest risk
• Figure out how to test assumption quickly
• Figure out your hypothesis about that test
• Run experiment
• Review results
• Iterate
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Build,
Measure,
Learn Loop
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Culture of Testing
• Experiment design is important
• But, recording and evaluating the learning is more important
• Establish an organization that learns together
• Step up the sophistication of the experiment when you are ready to do so as a team
• Team learning is the most important outcome
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C. Measure Results
• What knowledge are you looking to gain?
• “The What”
• What you are going to do with the knowledge when you get it?
• “The So What”
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