Subject to change creating great products and services for an uncertain world

To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. Instead of approaching new product development from the inside out, companies have to begin by looking at the process from the outside in...

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Detalles Bibliográficos
Autor principal: Merholz, Peter (-)
Autor Corporativo: Adaptive Path (Firm) (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Sebastopol, California : O'Reilly Media 2008.
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626905406719
Tabla de Contenidos:
  • Subject To Change: Creating Great Products & Services for an Uncertain World; 1. The Experience Is the Product; Increasing the Importance of Design; Technology, Features, Experience; The Experience Is the Product; 2. Experience as Strategy; Escaping Parity; Being the Best Isn&t a Strategy; The Escape of Novelty; Novelty Lacks Context; Why Experience Matters; An Experience Strategy Isn&t a Brand Strategy; Embodied Experience Strategy; Creating Effective Experience Strategies; 3. New Ways of Understanding People; Old Models and Their Problems; Sheep; Homo Economicus; The ""Human Factor""
  • Not All Wrong, Not Really RightWhat&s Been Missing?; Culture and Context; A New Model; Embracing Complexity; 4. Capturing Complexity, Building Empathy; Capturing Complexity with Qualitative Research; Where Organizations Go Wrong; Reports, Where Good Insights Go to Die; Market Research versus Design Research; Making Research an Organizational Competency; Integrate Research with the Design Process; Create Truly Useful Deliverables and Artifacts; Make Prototypes; 5. Stop Designing ""Products""; Doing It Wrong: A Classic Mistake; Doing It Right Online; When Services Behave Like Products
  • Symphony or Cacophony?Don&t Over-Engineer; The System Is the Product; 6. The Design Competency; Understanding and Affecting Experience; The Trouble with New, Better, and Different; What&s Missing?; About Design; The Potential of Design; Design Can&t Do It Alone; Design as an Organizational Competency; Building a Competitive Competency; Advantages of a Design Competency; Traditional Tools Can&t Tame the Fuzz; Great Execution Isn&t the Answer; Getting Started on the Best Path; Flickr Framed; The Idea Lab; Ideas and Experience Made Manifest With Design; The Power of Tangible Ideas
  • Creating the Long ""Wow!""""Wow!"" Engenders Loyalty; Four Steps to Your Long ""Wow!""; Relinquishing Control; Control Limits Growth; DIY Design: The Customer as Designer; Design Competency: A Strategic Advantage; 7. The Agile Approach; Less than Agile: The Waterfall Approach; The Emergence of Lean Manufacturing; The Agile Approach; Less documentation; Essential-Only Feature Sets; Hitting the Sweet Spot-and the Window; The Iterative Approach: A Little History; How Companies Create Agile Environments; Toyota: Fewer Engineers, Less Development Time
  • The Shifting Landscape: Embedded and Networked SystemsMIT&s Fab Lab; Overcoming Obstacles; Build Accurate Prototypes; Make the Iterative Process Inexpensive and Easy; Encourage Open Communication; How to Get There; 8. An Uncertain World; Bibliography; Films; Interviews; Journals and papers; Magazines; Newspapers; Online references; Presentations