community to play “the game” with Wardley Maps 2. Grow by “learning, succeeding, failing” together 3. Build a successful product for each member in the community 4. Exchange experience, successful gameplay moves “Lift up each other” Main long term goals
in 1642 One of the cradles of western civilization Lack sewing tools Lived on the coast, didn’t eat fish No bone tools No compound tools (stone axe) No stone tools Developed Bronze, Iron tools, casting Mathematics, Physics, Philosophy, Geometry Most advanced naval civilization at its time Catapults, Balistas, the first steam engines 500 BC - 0AD
3. Customer Journey Examine the customer(s) journey when interacting with those transactions (map the user activities) Write down all activities of those customers / users. (offline and online / in and out of your system)
4. User Needs Questioning the Customer Journey and talk with customers. Then you will often find what is really important. the need for some social status from the thing. the need to get from A to B +
4. User Needs You'll usually find pointless steps or unmet needs or unnecessary needs being catered for "What consumers say they want" vs “What they really need" Map the user landscape A: My addition is use the “Jobs to be Done” outcome methodology too, but very carefully *(pointless steps or unnecessary needs)
be Done” outcome methodology 1. Define the “job statement” in a context “Listen to music while on the go” = Verb + object of the verb + contextual clarifier “Job Statement”
be Done” outcome methodology 2. Uncover desired outcome (need) “Minimize the likelihood that the music sounds distorted when played at high volume” = Direction of improvement + Performance metric + object of control+ contextual clarifier “Outcome Statement”
4. User Needs Statistically, per Simon’s discovery… When talking to customers, their expressed needs are, mostly, wrong. • Bias towards the existing (“but, its working at the moment..”) • Legacy viewpoint on the world • Pre-existing installed base will have inertia to the change
4. User Needs There are two important areas where invariably the consumers and the experts are usually wrong, they also happen to be two of most crucial for economic gameplay and survival. 1. Stage Transition (e.g. when something shifts from custom built to product or more importantly from product to commodity (+utility)) 2. The Uncharted Space (These needs are defined as being both rare and highly uncertain. Which means unless you're using an ecosystem play as some form of future sensing engine then you're going to have to gamble and there is no consistent way of determining what the user ACTUALLY needs)
So there are types of user needs… 1. Uncharted needs (you have to gamble. Users and experts don't actually know what is needed) 2. Transitional needs (you have to listen. Users and experts can guide you to how to improve the thing) 3. Industrialised needs (you have to be mindful of users and experts bias caused by the inertia of past success. You already know what is needed but it has to be provided on a volume operations and good enough basis.)
Next level… Needs per aptitude? 1. Pioneers should ignore existing customers. They don't have a clue. We're exploring the uncharted space. No-one has a clue. You don't know what you'll fin and what might turn out to be useful. Gambling and gut feel should rule your world. 2. Settlers should listen to customers. Feedback, learning, constant improvement are your watchwords. Building what is useful is your motto. 3. Town Planners should build what is needed, which often means overriding existing customers inertia to change. Volume operations of good enough, empires of scale are your creed.