Social media has transformed the gaming sector in the past two years after a decade of ambivalence. It has perplexed the education world but engaged learners in learning like never before. How has the cultural sector reacted to the shifts in communication, friendship, digital content creation and information sharing? More importantly, what has the cultural sector done to harness them?
Ewan McIntosh shares some imaginative practice in pop culture before outlining what attitudes and practices Scotland’s cultural groups can do to stay ahead in this global game.
23. Ideas born out of expert research
but lack an understanding of the
customer need.
24. Ideas born out of expert research
but lack an understanding of the
customer need.
They require a design or customer-focus
type person on the team.
25. Ideas born out of expert research
but lack an understanding of the
customer need.
They require a design or customer-focus
type person on the team.
Technology push ideas
26.
27. Ideas born out of the frustration of an
individual with first hand
understanding of the ‘user pain’.
28. Ideas born out of the frustration of an
individual with first hand
understanding of the ‘user pain’.
but lack an understanding of the
closeness of the competition and
the technology skills to see their idea
turn into action. They require a
technology person on the team.
29. Ideas born out of the frustration of an
individual with first hand
understanding of the ‘user pain’.
but lack an understanding of the
closeness of the competition and
the technology skills to see their idea
turn into action. They require a
technology person on the team.
Market pull ideas
33. Eliminate
Wine buff jargon
The wine’s age
Mainstream media
marketing
Raise
Price, compared to cheap,
budget wines
Reduce
Different grapes: oaky
flavour only
Different wines: red, white,
rosé
Heritage of vineyard
Create
Easy drinking image (like
beer)
Easier choice: red, white,
rosé
Some fun
42. Who’s the audience?
What do you do that ‘solves their pain’?
What qualitative value do you provide?
43. Who’s the audience?
What do you do that ‘solves their pain’?
What qualitative value do you provide?
What’s the quantitative value?
44. Who’s the audience?
What do you do that ‘solves their pain’?
What qualitative value do you provide?
What’s the quantitative value?
How does it generate revenue?
45. Who’s the audience?
What do you do that ‘solves their pain’?
What qualitative value do you provide?
What’s the quantitative value?
How does it generate revenue?
What’s your plan to create more
advantage over time?
46. Who’s the audience?
What do you do that ‘solves their pain’?
What qualitative value do you provide?
What’s the quantitative value?
How does it generate revenue?
What’s your plan to create more
advantage over time?
Essential audience questions
84. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
85. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
86. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
87. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
88. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
89. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
90. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
Work out what you’re giving them to do.
91. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
Work out what you’re giving them to do.
Make sure they know what you’re asking them to do.
92. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
Work out what you’re giving them to do.
Make sure they know what you’re asking them to do.
Eliminate. Raise. Reduce. Create.
93. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
Work out what you’re giving them to do.
Make sure they know what you’re asking them to do.
Eliminate. Raise. Reduce. Create.
Don’t stop doing things.
94. How are you designing around your ‘customer’?
Don’t assume people know
why you do what you do. What’s your pitch?
Go where your audiences are.
Don’t guess where they are, what they want. Ask.
Work out who they are.
Work out what value you bring them.
Work out where you’re bringing them it.
Work out what you’re giving them to do.
Make sure they know what you’re asking them to do.
Eliminate. Raise. Reduce. Create.
Don’t stop doing things.
Don’t stop playing around.