For my recent talk on the vital role that innovation plays in creating value for customers, and the creator of products and services, I drew a new picture to illustrate how we can create value in the hands of the end customer. It looks like this:

Let me explain. Say we want to create a new consumer device. Lets take a smartphone as an example. The device itself is the hardware. This should be light, have a powerful processor, enough memory, a good screen, decent ergonomics and offer the expected functions (decent phone reception, good battery life, capability to run included utilities, support for media types, ability to run applications, etc. ). Quite a few companies can do this: Nokia, Samsung, HP, HTC, Apple, Blackberry etc. The basic hardware specifications and capabilities will be a deciding factor up to a point. We may have a minimum battery life that we absolutely require, for example. Like salary in a human resources context, these hardware capabilities are expected and are a hygiene factor. They do not necessarily motivate a purchase - they are an expected minimum capability for consideration. Having more of a particular thing doesn't necessarily satisfy better either - if the battery life is weeks, but it compromises weight, that is not a good thing. Having a massively powerful processor and a short battery life is also not good. We expect a balance of features that make the device capable and fit for purpose. A great ergonomic or aesthetic design will start to connect with a buyer on an emotional level. (The tip of the heart overlay in the diagram).
Once the device is in hand, the user will often find that things are easy and intuitive or difficult to frustrating to impossible given the design and performance of the software. An iPhone is a very different experience to one running Symbian or the Blackberry OS or Windows Mobile. Different OSes will delight or frustrate users depending upon their orientation, conceptual models and intuitive interfaces as well as performance.
It doesn't stop there, though. The game contiues these days into the services realm. The Blackberry devices, for example made their mark with the support of server backed push e-mail. Apple created a new industry with downloadable content (iTunes) and applications (appStore). Not too many companies are playing really successfully in this space. Think too about things like server backed storage to provide automatic backups for your purchased media; synchronisation with your desktop; access to social media sites such as facebook and twitter...
The ease with which it all works (including the reviewing, purchasing, setup, integration, synchronisation, application and content purchase) is heavily influenced by the processes that the supplier puts in place to support the device and the ecosystem. This constitutes the process block on top of the services. The content to its right represents the range, cost and convenience of accessing content including books, music, movies, web, news and magazines. Apple is a major player in this space with iTunes and iBooks. Nokia has responded with free downloadable music.
Finally, there is the ultimate synthesis of all the elements into the user experience. How well the pieces all fit together is determined in large measure by how well the design has been accomplished at all levels. Very few companies can deliver on this. The master is probably Apple which has the advantage of controlling just about every element from the hardware, OS, content and application stores, retail stores through to the way that third party developers develop and deliver their applications. Their success is represented in the way they have taken over the high end phone market and have swept away competition in the tablet space with the iPad. Other players are competing hard for parts of the picture, but battling to pull it off for the whole user experience. It is extremely difficult - consider the alliance between Nokia and Microsoft for example. How will they deliver an integrated platform, OS, content and applications purchase experience when there are so many parties involved? The only hope to do this in a multi-player, open world is via standards. But getting agreement from all parties for a consistent, cohesive direction is a very hard thing. Google is probably making the most headway with Android.
The purpose here is not really to examine the smart phone market, though. As architects and business innovators, I think we can apply the model to broader thinking:
- What are the unique customer profiles that we aim to satisfy?
- What are their needs and what will delight them?
- How can we create a great customer experience and an emotional connection where they will really care about our products and our success as a company and where they will have loyalty and pay a premium?
- What is the complete value architecture through all the layers?
- What parts do we have and what do we need to architect, design and create?
- What will we do in house and where will we collaborate with partners?
- How do we manage the overall architecture and the boundaries between pieces and parties so the whole is still coherent?
- What are the tradeoffs that we will have to make?
- How do we deliver it quickly enough?
Remember: VALUE IS THE AREA UNDER THE ELEMENTS IN THE DIAGRAM
Till next time... As always, feedback welcome!