Subject
|
“성장하고 성공하는 서비스를 만들기 위한 서비스 디자인의 이해" (translation: Understanding Service Design to Create Growing and Successful Service)
|
Place
|
D.CAMP 5th Fl.
|
Time
|
December 18, 2014 (Thu) 19:30~21:30
|
Speaker
|
고영혁 (Dylan Ko)
|
Host
|
D.Mentor
|
Focus
|
service design
|
- lesson:
- requirement for successful service
- growth: continuously generating revenues in upward direction from past to present
- growth curve: through post-mortem, identify bottlenecks suppressing growth
- defined success: define success/goal (e.g. solving customers challenging problems)
- for me, many people restore relationships with God, others, and themselves
- thoughts regarding service
- definition of service: tangible or intangible products which actualize value creation to activate business model
- examples of service component
- customer: mostly people who hire/use the service
- experience: people’s perception or feeling on the service; need to feel easy when using the service (<- information architecture needs to be well flowed so that people don’t need to be stressed out to find next steps)
- concepts to be familiar with
- bootstrapping: minimal profitability (c.f. profit= revenue - cost) to survive without funds
- service: value creation through problem solving
- business model= monetize value
- service design: everything that service providers do to bring quality service
- data design to make service successful
- need to have time concept of both static and dynamic: static as in snapshot of time and dynamic as in observing changes over time
- need to track causality so the learned lessons on service can be reusable
- when: not time but contextual case (e.g. when conducting a specific marketing)
- what: (e.g. the inflow of people increased)
- how: (e.g. )
- result: (e.g. )
- keep record of case history to learn from success and keep applying the success
- efficient growth (consider lean startup)
- meaning of lean: no unused items
- lean process: idea -> (make) -> product ->(measure) -> data -> (learn) -> go back to idea and iterate the process fast
- growth hacking- mixture of engineering and marketing
- meaning: maximize ROI
- concept: product (define and improve), marketing & sales filled with experiments at the intersection
- component: viral growth through landing page optimization, product management, SEO, onboarding, UX, behavioral economics, behavioral economics, email marketing, and analytics at core of all activities
- one of the best ways to learn service design
- create and launch at markets and go through one cycle
- watch global services (e.g. Facebook) how being transformed
- data design
- manage time appropriately:
- must have timestamp (need to find out users’ patterns e.g. buy at the point of checking-out, return and buy after 3 days), tables (e.g. user ID, product info, purchase method) (which users who signed-in when users sign-out), both time and time span are important; thus, keep record of both time and time span
- my data should be able to tell my service’s value
- e.g. 땡처리 (“uber discount sale”) (value: price difference, variety of products, coverage) => price: display history of price discount, coverage
- my data needs to contain key responses of users
- make distinctions
- between important and unimportant responses
- real and not real cases (i.e. bug)
- intentional and unintentional
- event’s group and structure
- independant event and continuous events need to be distinctive (e.g. credit card selection event: credit card payment selection precedes prior to credit card selection)
- what is metrics?
- static vs. dynamic
- void (exaggerated metrics: click, page view, visit, unique visitor, follower/friend/like) vs. actionable (results identifiable info: purchased, clicked detailed category of information: e.g. thumbnail-> number, rolling)
- requirements for good metrics
- to succeed, minimize unnecessary failures,
- MVP (minimum viable product): good features to test the users responses
- minimum (crappy products nobody wants to use) + viable (the product you want to build)
- include only one feature
- interactive prototyping
- mockup, wireframe
- prototype: service creator shouldn’t decide which one to launch MVP
- paper prototyping
- flow: repetitive use
- Personal takeaway
- read slideshare which contains images and concise texts
- study MVP (minimum viable product)
- study axure (an interactive mockup program) (c.f. 450 USD for collaborative feature and 300 USD for basic)
No comments:
Post a Comment