The Digital Transformation Playbook: Rethink Your Business for the Digital Age
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- Customer response Team decision Cost of learning Cost of learning
Traditional innovation cycle
Innovation by rapid experimentation Observe Observe $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Generate ideas Generate ideas Analyze and discuss Design prototype and test Customer response Team decision Cost of learning Cost of learning Design product Build product Launch and market Customer response Figure 5.1 Financial Impact of Rapid Experimentation. 136 I N N O V A T E B Y R A P I D E X P E R I M E N T A T I O N This distinction is important. In any innovation effort, you are dealing with uncertainty and inevitably will face a significant failure rate among your new ideas. (If you don’t, then the ideas you are testing are not genu- inely new, and the potential gains will be limited.) With experimentation, the ideas that don’t work should fail early in the development process, long before your product gets to the public and while the cost of chang- ing course is much lower. Waiting too late in your innovation process to show your idea to customers has the inverse effect: it increases the costs of error, reduces the likelihood that you can muster the organizational will to change course, and discourages you from testing other options. Many firms measure the costs of running experiments (which in some industries can still be expensive), but very few attempt to measure their cost savings when learning from experiments—whether from early cancellation of what would have been an expensive flop or from course correction that turns a struggling project into a successful one. Be Fast and Iterate The second key principle of experimentation is speed. John Hayes, Ameri- can Express’s global chief marketing officer, spoke to me about his compa- ny’s focus on learning through experimentation. He explained that one of his primary goals as a leader is to get his teams to learn faster—in iterative cycles of days rather than weeks or months. 12 For a nimble organization like American Express, institutionalizing that kind of faster learning can be a real source of competitive advantage. Hayes’s insight echoes that of an earlier famous experimenter, Thomas Edison, who proclaimed that “the real measure of success is the number of experiments that can be crowded into 24 hours.” 13 When John Mayo-Smith was chief technology officer for R/GA, he worked on numerous innovation projects with brands like Nike, includ- ing Nike+, FuelBand, and other early wearable technology successes. “Our goal at R/GA was always about building something quick. If you were our client, we didn’t spend four months scoping out a project. We aimed to have something built in two weeks, to start showing to real athletes, and getting their feedback.” 14 Mayo-Smith’s approach to building technology as successive stages of workable iterations has been adopted by teams from Caltech to NASA. 15 I N N O V A T E B Y R A P I D E X P E R I M E N T A T I O N 137 Increasing the speed of experimentation may require infrastructure, too. When Edison built his lab in West Orange, New Jersey, the physi- cal layout was designed to facilitate speed in moving from any insight or hypothesis to a quick working test of it. Supplies of all kinds—tools, chemi- cals, ores, minerals, filaments—were stored in stockpiles in close proximity to every experimental lab so that delays in procuring equipment would not slow down the exploration of any new idea. 16 To speed up its own innovation experiments, global snack maker Mon- delez (formerly Kraft) uses a “garage” that is designed to get any new idea from concept to prototype and into the hands of visiting customers within two days’ time. 17 Design firm IDEO places its prototyping shops in close proximity to its development teams so that physical product ideas can be fabricated in days or even hours. Download 1.53 Mb. Do'stlaringiz bilan baham: |
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