Synopsisoppgave ved Handelshøyskolen BI: Hvilke barrierer bør man være bevisst ved implementering av Lean Startup metodikken?

Jeg har skrevet en oppgave om hvilke barrierer bør man være bevisst ved implementering av Lean Startup metodikken.

Oppgaven (ORG 20001) er obligatorisk og en del av Leadership in Action – Avsluttende
bachelorprogram i ledelse (ORG 2000). Ansvarlig institutt er Innovasjon og økonomisk organisering.

For de som er over middels interessert i Lean Startup anbefaler jeg at man investerer $6.95 og kjøper ”Hypothesis-Driven Entrepreneurship: The Lean Startup.” fra Harvard Business School Background Note 812-095, March 2012.

Videre anbefaler jeg Anders Gustafson og Jonas Qvillberg sin Masteroppgave; “Implementing Lean Startup Methodology” hvor de blant annet har en briljant oppsummering av Lean Startup.  (Side 20-21)

God lesning!

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Yeehawd! The Most Addictive Atheist Card Game Ever?

Some friends of my launched their Kickstarter project today – Yeehawd! The fun family game about Holy War.

I have had the privilege of play testing the prototype and it was truly a great game experience.

Technically the game are as follows:

The purpose of the game is to collect as many followers to your faith as possible before Armageddon™ to secure your place in the Afterlife™.

Every game is divided into seven chapters, in which the Prophets use their spiritual connection, as shown by their available Mana, to play Verse cards. A new chapter card is drawn and resolved at the start of each new round.

There are four different types of Verse cards.

  1. Acts of God: Cards that negatively affect the other players
  2. Miracles: Cards that affect you in a positive way
  3. Disbelief: Cards that cancel or in other ways affect Miracle or Faith cards
  4. Faith: Cards that cancel or in other ways affect Acts of God or Disbelief cards

A Prophet might not have enough Mana to play a card, but he may choose to Sacrifice™ a Follower card to gain extra Mana. This might be effective, but risky, since your Followers are the source of your Mana income at end of each Chapter.

At the end of the game the Prophet with the most followers wins the game, and the rest of you get a ticket to that hot fiery place downstairs. However, should two or more prophets be tied to win, they are all annihilated in a furious Holy War™ and the next prophet in line wins the game. A game usually takes anything from 30 minutes to an hour depending on how many players you have.

So enough endorsement from me, check it out for yourself at Kickstarter.com.

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Pre-commerce

This is so well-written that I had to reblog it:

Pre-commerce

By yongfook (Jon Yongfook Cockle)

I predict the next big buzzword will be pre-commerce.

In simple terms, pre-commerce is “buying stuff that doesn’t exist yet”.

In more grown-up words, it’s a framework for companies to cheaply establish market demand for a new product idea and acquire the cash flow to produce it.

Pre-commerce is the retail industry answer to the startup industry “MVP” methodology. In Silicon Valley and its extended kingdom, the MVP or Minimum Viable Product is a method used by budding entrepreneurs to evaluate their ideas in a cheap and risk-free manner.

One example of how an MVP can manifest is dummy landing pages. An entrepreneur with an idea puts up a single-page website describing a problem and a solution with a “Buy Now!” button that does nothing when you click on it. If it gets a high number of clicks then the hypothesis is validated (people want to buy this thing!) and the entrepreneur is in a much safer position to invest in actually building the solution for real. It’s an effective antidote to the nightmare scenario of spending months building something that it turns out nobody damn wants.

If an MVP is for software, pre-commerce is for physical goods. I believe pre-commerce has direct and immediately beneficial applications to the FMCG, electronics, fashion and entertainment industries but is yet to be adopted outside of the indie development world.

A pre-commerce campaign can simply take this format:

1) Establish the idea to the consumer

This can take the form of a website or a video. No physical product has been created at this point or at the most, a one-off physical prototype has been created to demonstrate the idea better. For pre-commerce to make sense, this stage needs to be performed cheaply.

2) Make an offer to the consumer

A common offer is buy this now at a discount and get it shipped to you first when we make the first batch.

3) Evaluate market viability

If enough sales are made, shift the idea into manufacturing phase with your new funds. If there are not enough sales, your proposal is not in demand so kill the idea and refund everyone’s money.

By adopting pre-commerce a company can trade risk and cost for liquidity – all the while being more socially engaging. A pre-commerce campaign will help validate your product idea: not enough people transacting? That probably means your product idea is crappy and you shouldn’t move to the manufacturing phase anyway. Hooray, you’ve saved millions of dollars. Pre-commerce makes product development decidedly more science than art.

With new platforms for commerce, one player always establishes itself as the incumbent. The competitive advantage at the platform level is scale, for example with auctions it is eBay, with online classifieds it is Craigslist and with group buying it is Groupon. With pre-commerce it is Kickstarter, where projects that are little more than an idea or a prototype with a good team can now raise millions of dollars in pre-commerce sales. That said there is absolutely still scope for pre-commerce to run successfully on more specialized verticals or on brand-owned channels – after all, pre-commerce works best when it reaches a highly targeted audience.

Lets explore what pre-commerce is and isn’t.

Pre-commerce is not Crowd-sourcing an Idea

By running a pre-commerce campaign you are not obligating yourself to ongoing customer development regarding what the product should be. Some campaigns are run like this and it can be an incentive for consumer buy-in if they feel they will be part of the product development process. However, some of the most successful pre-commerce campaigns have been when a team puts forward a well-formed idea, demonstrates the ability to execute and simply says: let us know if this is something you want.

Pre-commerce is not Crowd-funding

Pre-commerce should have a deliverable associated with it. The consumer should receive a tangible benefit should the campaign be successful. This is different to raising funds for a cause – Pre-commerce campaigns should be a success or a failure based simply on market demand.

Pre-commerce is not Pre-ordering

In video game development pre-ordering is a common sales strategy at the retail level. However pre-ordering in this context is never a lever for evaluating product viability and it is certainly not used as a method for funding manufacturing. Pre-orders are simply used by retailers to establish consumer lock-in and loyalty. By the time a game is ready for pre-order it is well into development and the video game developer has already gone through a costly research phase behind closed doors to establish market demand.

Pre-commerce is not Focus Groups

One can argue that if pre-commerce is about establishing demand then focus groups already serve that purpose. The point of pre-commerce is to leverage the digital landscape (social, e-commerce) to conduct an open, massively scalable focus group who can purchase immediately. It’s an open conversation not something that happens internally at R&D meetings with two-way mirrors.

Pre-commerce is a Transaction

Unlike an MVP, pre-commerce works best when there is an actual transaction. Pre-commerce is not voting, it’s not clicking a Like button. It’s a consumer saying “I will buy this now” even though the consumer knows that there is a risk it won’t be produced at all (in which case they get their money back) and that the timeline to produce it is uncertain.

Pre-commerce is Social

Pre-commerce is about openly getting out there in front of real customers in existing social channels. It’s about listening to customers on a massive scale, learning what they want and acting on their feedback. It’s about creating groups of consumers who love your idea who can evangelize it to their friends who also might like the idea, further increasing the viability of your idea.

Pre-commerce is Testing

Businesses need to be aware that pre-commerce is a test. Sometimes you’re going to get your hypothesis wrong and that’s ok, especially if real consumers are part of the equation. If your pre-commerce campaign fails, you will have saved considerable costs and learned more about your customers – all the while having a conversation with them. For any business, this is a net win.

I believe that e-commerce has reached a tipping point. In the last 10 years we have slowly been creating or improving various consumer behaviors:

  • More people are buying things online
  • The social landscape means there is increased accountability and therefore consumer safety
  • Internet scale means it is cheaper than ever for niche ideas to find their target audience

These three factors have given rise to pre-commerce. I believe that not only will pre-commerce diversify beyond Kickstarter into specialized verticals, but also that it will become an entirely normal consumer behavior and will be accepted as a form of commerce for a business’ smaller projects or passion projects. I think we are about 18 months away from seeing a major brand adopting pre-commerce as a means for selling a new line of footwear, diversifying into a new category of electronic product or selling subscriptions to a yet-to-be-created TV series.

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Coursera Gamification class of 27th August 2012 Written assignment 2

Project Part II: Motivation

This week’s scenario:

You are approached by Ryan Morrison, the mayor of a medium-sized city in the Midwest of the United States. He has heard that you know a lot about gamification and believes that gamification techniques can transform city government.

He would like to start with the health of city employees.  The city has 50,000 employees and they happen to have exactly the same rates of obesity as the U.S. average: 34.4% overweight (but not obese) and 33.9% of them are obese.  53.1% of the city’s employees do not meet the U.S. Physical Activity Guidelines for aerobic physical activity and 76% of them fail to meet the Guidelines for muscle-strengthening activity.  The city pays for health benefits for its employees and this cost is a huge part of the city budget.  Economists in Mayor Morrison’s office have estimated that a 3% improvement in the average physical fitness of city employees would amount to a US$94 million reduction in annual city health costs; a 5% improvement would save US$188 million.

Describe in general terms a gamified system that could effectively motivate behavior change to address the challenge presented above. Specifically, explain how the system would effectively incorporate intrinsic motivation, extrinsic motivation, or both.

Your answer should address the fact that this is an internal gamification project, targeted at the institutional goals of the city government.  The system can use any technology (or no technology!), so long as the resources required seem justified by the scope of the opportunity.
My submission:

In this paper I will show how the city government can use gamification to effectively motivate behavior change among its 50,000 employees, by incorporating a social wellness service called ShapeUp.

The theoretical framework is based on Self Determination Theory.

According to their blog post “Innovations Transforming Corporate Wellness: Gaming” ShapeUp is using gamification in the following way:

“Social wellness companies like ShapeUp are designing packaged games that have different themes, use different gaming mechanics, and have different rules. All of this combines to drive people to change their behavior and achieve their health goals, whether they are focused on physical activity, nutrition, or preventive care. And the best part is that this is that it doesn’t have to be top-down programming; what is really innovative is when employees design the games themselves. For example, social wellness platforms enable an employee to challenge a colleague to go jogging today. And then they can track if the goal was accomplished, perhaps evening winning a prize for their accomplishment, depending on how the competition is structured and the gaming dynamics that are in play..

[This implies that the city government can use one serviceeven though there are two segments; a) the 1/3 who are overweight but not obese and b) those who are obese. By allowing the users to define the challenges themselves the program is meant to create intrinsic motivation]  

..What’s great about games is that not only will they ramp up employee engagement in your corporate wellness program, but they also promote tracking, which is a great way for those of us in the corporate wellness space to achieve our goals.  We know that when people set personal goals and track their progress toward reaching these goals, they’re much more likely to succeed. Behavior change research has demonstrated this. With daily tracking data, individuals get insights, and can make day-to-day adjustments based on their performance. Games get people tracking, as they have a new, engaging reasons to do so. In many instances, they will even want to share their results so they can inspire their team. This provides a feeling of obligation to all team members, and suddenly people are tracking all of their different health metrics over time.”

The program can work as a variable schedule reward machine; giving the participants a Skinnerian “rat in a box dopamine addiction” but within a self made structure, based on social interaction and meaningful growth for the users.

The institutional goals for the city government should therefore be to allow the workers full autonomy of the program, and only facilitate it by:

  1. Paying for it.
  2. Having healthy food in the cafeterias.
  3. Setting up shower rooms so that workers can run or cycle to work.
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Coursera Gamification class of 27th August 2012 – Written assignment 1

Project Part I: Definition

This week’s scenario:

You are an employee of Cereals Incorporated, a large manufacturer of breakfast food products.  Your supervisor, Madison County, approaches you because she knows you recently took a course on gamification, which she has heard will revolutionize marketing.

She tells you that Cereals Inc. is about to release a new line of ready-to-eat breakfast pastries, and she wants to know whether to use gamification as part of the marketing strategy.  The breakfast pastries will be aimed at the 18-35 age bracket. Surveys show members of this demographic often skip breakfast because they don’t want to eat the typical cereals of their youth, and they are too active to cook their own breakfasts.  Market research indicates that the pastries are likely to appeal more to women than men by a 65%-35% ratio. Cereals Inc. has a 35% share of the overall breakfast food market, but only a 10% share of the fragmented ready-to-eat segment.

Provide as many reasons as you can why gamification could be a useful technique to apply to the situation your manager has presented to you.  Explain why these reasons address the specific scenario provided.
  At this stage, focus on the problem rather than the solution.  In other words, describe the goals of the project, not the particular game elements or other techniques you plan to use.  We strongly encourage you to watch this week’s lecture segments before attempting this assignment.

My submission:

In this paper I will show how Cereals Inc. can use gamification to:

a) Increase the overall market and its market share in the ready-to-eat breakfast pastries segment.

b) Identify customers’ needs.

The theoretical framework is based on Nicole Lazzaro’s Altered States in Why We Play Games: Four Keys to More Emotion Without Story, hereafter mentioned as “FourKeys” and the “Dynamics” aspect in The Pyramid of Gamification Elements. Hereafter mentioned as “ThePyramid”.

Please note that I sometime use the word player as a synonym for customers.

1. How gamification can increase the market/market share by forming customers habit. 

In this case the demographic target group often skips breakfast. By associating eating breakfast pastries with the right emotion one might increase the number of times the player eats breakfast and thereby increases the overall market and Cereals Inc.  market share.

One aspect of FourKeys regarding emotions is that many Players treasure the enjoyment from their internal experiences in reaction to the visceral, behavior, cognitive, and social properties” (page7)

In the light of the “ThePyramid”one may argue that a well made gamification structure which focuses on generating emotion through behavioral components like the change of eating habits, can help form a habit that addresses the problem of the target group skipping breakfast.

2. How gamification can identify customers needs.

By letting the individual player give and receive feedback on what is important for them, Cereals Inc. can gain valuable consumer insights.

FourKeys has identified that some players focus on Being better at something that matters” (page5). By using “ThePyramid” progression aspect to show the player journey and the making of meaningful choices (eating healthy breakfast) a gamified breakfast could include a daily feedback from the player to Cereals Inc.

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General update

I’m back blogging! Time flies by and a lot has happened since I my last blog post.

My client Huggity has had their first two events in Norway. Congratulations to EiendomsMegler 1 and Osloby for being the Huggity’s first Norwegian customers! I would also like to congratulate Henning Handå in “Heia de som vinner AS” for making this happen.

I have decided to end the GamePumpkin project and I’m currently working on evaluating different business ideas.

I’m expanding my knowledge of Gamification by taking a Coursera class offered by The University of Pennsylvania’ Wharton School of Business. I highly recommend this class for everyone that would like to know more on the emerging field of gamification.

The instructor, Kevin Werbach is true professional and I’m looking forward to his forthcoming book “For the Win”, which will be published in a couple of months.  

Blog posts coming soon:

  • What I learned from GamePumpkin.
  • Presentation of the framework I’m building to evaluate different business ideas.
  • My progress in the Gamification class.
  • I will be visiting London during 15th – 17th October for the Future of Mobile (FOM) and the Future Of Web Apps (FOWA) on an editorial press assignment for a local Norwegian Radio station. My report will be published in Norwegian at Radio Haugaland and in English on this blog.
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Introducing Infokanal 2.0 – a digital signage solution

I’m happy to announce that my social media consultancy work now include working for Radio Haugaland Multimedia (RH Multimedia).

I will be in charge of their new Oslo office that opens in August. Here I will work on Infokanal 2.0 which is a 42” digital signage solution. The minimalistic, contemporary design complements the large portrait LCD, providing a sophisticated digital showcase for products, events, advertising, and more.

Application options are limited only by the imagination and can be deployed in venues from dealerships to shopping malls, hotels, transportation hubs, and stadiums.

Radio Haugaland Multimedia is part of A-Media AS.

A-Media AS develops concepts for mass media and was established in 1989. They have extensive experience in the development and adaptation of digital media, as well as integration solutions between different systems. The company have dedicated software developers who in 2004 developed Infokanal (TM).

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From potential suppliers to employers (how I’m financing my startup by doing social media consultancy work)

Whilst working on my startup GamePumpkin in Ireland I came in contact with a lot of interesting  people and companies that would prove to play a different roll than I originally thought.

When my business partner left I decided to build up my financial muscle before I would take the business venture to The UK. In Ireland and through the preparation in Norway I had considered many different marketing tools. When I now where looking for a job, I contacted the companies of which tools I liked and where planning to use myself. The result is that I now do social media consultancy work for three companies:


I came in contact with the founder and CEO Dag Holmboe when I was doing research on social media ROI for my social media studies at my last semester at my Business School before I went to Ireland.

We wanted to use the service ourselves and I’m now introducing this fine product in Norway as a Business Developer.

Klurig Analytics is a Social Media Analytics company. Klurig Analytics develops methodologies to analyze and estimate the return value and ROI of social media campaigns.

Using industry standard conversion and cost metrics together with proprietary algorithms, Klurig’s methodologies convert web and social metrics into social media return value measured in dollars and social media ROI.

The social media return value is based on the values of return channels. Using a different algorithm per return channel, a return channel value is calculated. Taken as a whole, all return channel values becomes the total social media return value. The social media ROI is estimated using the social media return value and the social media investment together with the standard financial ROI formula.

I meet one of the co-founders Mike Sikorski at Dublin Beta where he was demoing. Huggity is a unique Post Event Marketing Tool, which allows brands to extend their exposure and maximise their ROI on event marketing by engaging fans online (on Facebook), after the event.

Besides fulfilling usual objectives of sponsorship, such as fans engagement and brand exposure, it allows to reach audiences far beyond the event. It also offer a direct, tangible advertising value in form of impressions and clicks on Facebook.  Huggity offer analytic tools which allow to measure effectiveness and reach of the message and various data capture techniques, which help to collect data for direct marketing campaigns after the event.

Huggity’s solution also allows associations, event orginisers, teams and bands to add a very attractive revenue stream, in form of advertising inventory.

Huggity have worked for such brands as MTV, Swatch, Vodafone, Oxegen Festival and Football Association of Ireland. To learn more, please have a look at a presentation.

Huggity are currently looking to partner with Digital & Brand Agencies, Sponsorship Agencies and Photographers, I strongly believe that making Huggity’s solution part of their future pitch or work can be a great differentiator and increase competitiveness. My position at Huggity is a Independent Sales Representative and Business Developer.

This company is located in my hometown Haugesund on the west coast of Norway. I came in contact with the CEO Ellis Del Sol through an old business partner. I now work there as a Key Account Manager.

Social Me are working to create enthusiasm for its customers by establishing a unique communication between companies and its customers. The goal is to revolutionize the customer’s presence in social media.

Social We want to raise and develop the client’s presence on Facebook, Twitter and Google by capitalize on the unique opportunities that these channels provide. By performing measurable and cost-effective measures to Facebook and Twitter, as well as to improve search results on Google+ Social Me want to show that social media are the best sources to build relationships and increase sales.

If you want to know more about one or more of this great companies please contact me on +47 411 63 138, Twitter or LinkedIn.

________________________________________________________________

May 7, 2012 Update: I’m no longer associated with Social Me AS.

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Change of plans

                          On to plan B..

Thanks for the work you did in round one Vegard. Now it is up to me win round two. The best of luck in you new adventures!

The rest of this blog post first appeared in the company blog:

Two went on holiday, one came back

When we started to work on GamePumpkin there where two co-founders, Tore Rasmussen and Vegard Kjelseth. During the holiday Vegard decided to leave the startup and move on to other things.

This is unfortunate, but Tore is still positive about the future and will be continuing to work on GamePumpkin on his own.

The future of GamePumpkin

The work to revolutionize online commerce continues despite this setback. The regrouping will take place as follows:

  • GamPumpkin will move its offices to London and are in the process of finding a suitable co-working space.
  • The demoing at Dublin Beta in February will hopefully take place as planned.
  • The company are looking for programmer with Django experience located in Greater London to work part time/and or take part as a co-owner.

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January 12, 2012 Update: GamePumpkin will not be able to demo at Dublin Beta.

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Dublin Beta – launch event in November and GamePumpkin demoing in February

Enjoying cocktails and beer at the Dublin Beta launch event the 14. November 2011. From the left: Me, Founder at AMWorksAlan Richardson, and my business partner Vegard Kjelseth.

The rest of this blog post first appeared in our company blog:

Demoing at Dublin Beta in February

After participating as guests at the Dublin Beta launch event on the November 14 2011, we had a chat with one of the organizers, John O’Rourke, with the result that we are now invited to be one of the companies to demo on the next event.

The Dublin Beta is an open-ended startup mixer, bringing together hundreds of founders, VCs, developers, and students.There are no formal presentations, just informal, ongoing demos throughout the night.

So make sure to mark your calendar and get yourself a ticket. 

The event will take place at: The Lost Society
Address: Powerscourt Town Centre, South William Street, 2 Dublin
Time and date: Monday, February 13, 2012 from 6:00 PM to 9:00 PM (GMT)

People’s Choice contest
As part of demoing, GamePumpkin will be participating in Dublin Beta’s People’s Choice contest, which is a simulated investment game. In this game, every attendee is given three poker chips, each worth 10,000 points. They invest their chips in their favorite startups.

The Dublin Beta staff collect the chips at the end of the evening, and announce the results of the contest the next day.

We would love to win this contest so we encourage you to bring your friends and
colleagues to the event and let us show you our product.

Hope to see you there!

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January 12, 2012 Update: Two went on holiday, one came back, GamePumpkin will not be able to demo at Dublin Beta.
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