vicsport insights and innovation lab february 2015
TRANSCRIPT
the end of business as usual?
• Execu'ng the standard func'onal opera'ons within an organisa'on, regardless of current circumstances.
• Maintaining the status-‐quo within an organisa'onal or social system -‐ especially in contrast to projects or programmes which might introduce or implement change.
How people connect, communicate, share and discover is changing. We are only at the beginning of a much larger movement…and it’s forcing all organisa=ons to adapt…
Business as Usual
a more Vola3le, Uncertain, Complex, Ambiguous environment
Pace
of ch
ange
Time
ComplexityChange
Ability of organisational systems to respond
Complexity gap
Innovators2.5% Early
Adopters13.5%
Early Majority
34%
Late Majority
34%
Laggards 16%
Idea
Com
municate to this group
They communicate to the next
emergence & the diffusion of innova3on
Edge
Core
Chasm
“I very frequently get the ques=on: ‘What’s going to change in the next 10 years?’ And that is a very interes=ng ques=on; it’s a very common one. I almost never get the ques=on: ‘What’s not going to change in the next 10 years?’ And I submit to you that that second ques=on is actually the more important of the two — because you can build a business strategy around the
things that are stable in =me…”
Jeff Bezos, Founder and CEO of amazon.com
and some things don’t change…
“I play sport” so that I can…
• Feel good about myself • Fit in with everyone else • Feel connected to others • Feel I belong • Win and achieve • Express crea'vity
means values ends values• Keep fit • See my friends • See myself improving • Experience flow • Forget my worries • Engage with my local community
“Experiences in the sharing economy derive their value from that unique personal experience from local experts that customers typically cannot get
from large corpora'ons.”
“The currency of the new economy is trust”
“Shaping serendipity”
• the rise of peer-‐to-‐peer technologies • scaled customisa'on • moving from produc'on to plaQorms for customers to create • a shiR from owning more things to having unique and memorable experiences • the decline of 9-‐to-‐5 schedules and the rise of mobile free agents • job seekers priori'sing purposeful work over secure long term careers • more segmented life stages • wearable technology, the quan'fied self movement, and biometrics revolu'on • a move from mass produc'on and mass marke'ng to cater for microniches • accelerated urbanisa'on and the emergence of megaci'es • pop-‐up stores, restaurants, exhibi'ons and experiences • the growth of the DIY economy, the maker movement and 3D prin'ng • lifehacking to op'mise 'me, nutri'on, work efficiency, travel, learning & habits • online plaQorms & technologies that leverage reputa'on & trust between users
key global trends
the big shiS1. From knowledge stocks to knowledge flows. 2. From transac'ons to rela'onships. 3. From zero sum to posi've sum mindsets. 4. From push programs to pull plaQorms. 5. From ins'tu'ons driven by scalable efficiency to
ins'tu'ons driven by scalable peer learning. 6. From stable environments to dynamic environments.
world café1.What trends are you seeing and experiencing?
2.What does the changing business of community sport mean for you and your organisa=on?
“Business and human endeavours are systems…we tend to focus on snapshots of isolated parts of the system. And wonder
why our deepest problems never get solved.” ― Peter M. Senge
thinking in systems• A system is composed of parts. • All the parts of a system must be related (directly or indirectly), else there are really two or more dis'nct systems
• A system can be nested inside another system. • A system can overlap with another system. • A system is bounded in 'me. • A system is bounded in space, though the parts are not necessarily co-‐located. • A system receives input from, and sends output into, the wider environment. • A system consists of processes that transform inputs into outputs. • A system is autonomous in fulfilling its purpose. (Car is not a system. Car with a driver is a system.)
“If I had an hour to solve a problem I would spend 55 minutes thinking about the problem and five minutes thinking about solu=ons.”
the five phases of design thinking
http://thinkingofdesign.blogspot.com.au/
"Lean Startup" is a system for developing a business, product or service in the most efficient way possible to reduce the risk of failure. It is an approach that treats all ideas as having assump'ons (or hypotheses) that must be validated by rapid experimenta'on in the marketplace. The approach relies on scien'fic experimenta'on, itera've product releases, and customers feedback to generate validated learning.
The key is to iden'fy assump'ons -‐ would people actually buy or do this? Not by building the whole product, but by building a Minimum Viable Product (MVP).
The MVP is the most basic version of your product that is valuable to your user, that will enable you to test and learn.
Emergence refers to the ability of low-‐level components of a system or community to self-‐organise into a higher-‐level system of
sophisJcaJon and awareness. This self reorganising stems from the bo>om up rather than directed by an
external control factor. ~ Steven Johnson
build knowledge
grow capability
alract resources
develop ideas
3. NURTURE
build community
grow networks
TWO LOOPS MODEL
codesign & cocreation
coordination
cooperationcollaboration
collective impact
3. NURTURE
TWO LOOPS MODEL
EMPATHY MAP
What are you seeing?
What are you saying? What are you doing?
What are you hearing? What are others saying?
How are you feeling? What are you thinking?
Pain GainFears | Frustrations | Obstacles Wants/Needs | Measures of Success
Persona: Scenario:
It’s the year 2020. Your sport at a club level is slowly losing popularity. Your club, however, is thriving. What is happening? What are you doing? What might a thriving club look like from your perspec've?
scenario
1. C-‐suite at State Associa'on (eg. Tennis Victoria) x 2 2. Commilee of Management/Board at a club x 3 3. Members at a club x 3 4. Volunteers at a club x 2 5. Local Government or community partner
stakeholder groups
• the rise of peer-‐to-‐peer technologies • scaled customisa'on • moving from produc'on to plaQorms for customers to create • a shiR from owning more things to having unique and memorable experiences • the decline of 9-‐to-‐5 schedules and the rise of mobile free agents • job seekers priori'sing purposeful work over secure long term careers • more segmented life stages • wearable technology, the quan'fied self movement, and biometrics revolu'on • a move from mass produc'on and mass marke'ng to cater for microniches • accelerated urbanisa'on and the emergence of megaci'es • pop-‐up stores, restaurants, exhibi'ons and experiences • the growth of the DIY economy, the maker movement and 3D prin'ng • lifehacking to op'mise 'me, nutri'on, work efficiency, travel, learning & habits • online plaQorms & technologies that leverage reputa'on & trust between users
consider trends
1. the club environment 2. your rela'onships with other stakeholders groups 3. your day to day rou'ne 4. big events and major ac'vi'es
think about the nature of…