New innovation realities require new mindsets and tools
06:42Paul
Hobcraft and I have been writing a series of blog posts about
innovation, ecosystems, platforms and what we believe customers
will ultimately demand: seamless experiences. As products and services
proliferate and basic needs are met, customers become more sophisticated and
more demanding, desiring products, services and business models that work
together and don't require configuration, integration or effort by the consumer
to "make them work". Customers and consumers increasingly expect a seamless
experience when using a new product. If the product or service requires the
customer to combine products, read manuals, acquire other products or services
to make the solution work, the new product is likely to receive far less
acclaim.
Understanding
that, we should understand also that the tools that once helped innovators
create new products aren't the same tools that we need today when customers
demand seamless experiences. Or, put another way, those original tools are
still valuable, but by themselves they solve only a small portion of the overall
challenge. Take, for example, "jobs to be done" methodologies.
Jobs
to be done
First
developed by Clayton Christensen and expanded on by Tony Ulwick and others,
"jobs to be done" is a nice methodology to understand customer needs.
Christensen and Ulwick propose the idea that customers hire products to do jobs
for them. If a product does the job well, it is "hired". To help customers
accomplish tasks, we need to understand the jobs they are doing. This
methodology has worked well for years to help innovators find unmet needs that
can be addressed. However, the focus for today's innovation needs may be too
narrow. Traditionally, the "jobs to be done" were relatively discrete and
narrowly focused, often leading to product features or benefits. In a market
where seamless experiences become more important, a too narrow application of
"jobs to be done" risks solving only a fraction of the total customer need.
Paul
and I have suggested that perhaps we should move from "jobs to be done" to
"experiences to be had" - that is, widening the aperture of the question to
encompass the entire experience, rather than narrowly focusing just on discrete
jobs.
Whole
Product
This
is an "oldy but a goody" as my father likes to say. Geoffrey Moore developed
the concept of the "whole product" in the 1980s and the concepts are still true
today, especially in high tech fields. Whole product refers to the idea that
the majority of customers don't want to buy untested, unproven technologies.
Early adopters and tech enthusiasts will buy new technology, but the larger
market waits for demonstrated proof of viability, compatibility, product
support, complementary products, good support services. Thus, Moore suggests
that a "whole product" is one that combines all of these capabilities and
features.
We'd
like to adopt this thinking by saying that customers want more than "whole
products" they want "whole experiences". The product focused thinking is
valuable, but must be combined with the larger context of what the customer is
trying to accomplish, what experiences they want or need from a new product and
the ecosystem in which the new product or service must operate. A fantastic
stand alone product that fails to work within the customer's ecosystem of
products and services, or one that forces the customer to make compromises or
work diligently to integrate to other solutions is not going to be
successful.
Customer
Experience Journey
This
methodology is increasingly gaining popularity because it requires an innovator
to think about the entire "life span" of a customer's interaction with his or
her products. The journey considers the awareness, acquisition and use of a
product, and done well also considers aspects like omni-channel experience and
the eventual disuse and discarding of a product or service. Customer experience
journeys highlight "touchpoints" or moments of truth where the use of the
product can be combined with experiential factors like additional material,
contact by a support center, access to the product's web site and many other
interactions that build the experience of the product. Those touch points can
improve a customer's experience or degrade it. The customer experience journey
is a valuable step toward understanding the experiential aspects of the product
in the customer's life.
However,
even this isn't enough because the customer experience journey can be a very
narrow perspective, taken from the aspect of the product and not fully
considering how the customer views the product in relation to its ecosystem and
the experiences the customer is hoping to achieve overall.
Design
Thinking
Increasingly,
design thinking is percolating into the innovator's toolbox. IDEO and others
have been proponents of design thinking for years, and I'm happy to say that
design thinking is growing as an innovation input. The risk with design
thinking is again that it becomes "product design" thinking, focused on the
design of products, rather than design thinking meant to help innovators and
customers design products, services and experiences.
A
seamless experience is almost by definition a designed experience. There are
very few accidents that result in a perfectly seamless experience that meet or
exceed customer expectations. To do this effectively, we need to understand the
customer's "whole experience" expectations and map customer journeys, and then
use design thinking to craft the anticipated experience.
Once
we understand the designed experience, we can then begin to understand how, or
even if, such expectations can be met by the existing ecosystems and
platforms.
Ecosystems/Platforms
Unless
your company name is Apple, you are very unlikely to build a completely
integrated, designed experience that is a closed ecosystem. Apple did
accomplish this by creating a small range of products (iPod, iPhone, iPad, etc)
that are basically extensions of the same core product and surrounding them with
the same sets of features and services (iTunes as an example).
Without
this defined, closed ecosystem, most innovators must rely on third party
partners, channels, data streams and other capabilities to provide the aspects
of a seamless experience. This means that innovators must 1) understand what the
existing ecosystem can offer and 2) reach accommodations and partnerships with
third parties to create more seamless experiences. Thus, innovation isn't just
about a new widget, its also about understanding the role the widget plays in a
consumer's life and how to make that role as seamless as possible.
Innovating
in the new expectation
All
of this explanation ultimately means that any one of these tools simply provides
a narrow glimpse into what customers actually want - we need to use them all.
Further, we need to move quickly beyond the narrow focus of product innovation
to experience innovation, because that's where customers are moving - if they
aren't already there. The shift in the use of tools and techniques isn't overly
difficult. What will be difficult is the shift in mindsets, as innovators
recognize that products play only a small portion in the expected experience.
This will mean that product organizations and budgets may give way to experience
organizations, where companies craft experiences that products must fit into,
rather than the other way around, which is the norm today.
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