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Process Book : TEAM ALPHA
DMGT 720 | Spring 2016 | Design Innovation Development
Professor Bruce Claxton
Garima Gupta, Shreya Dhawan, Summer (Yaqiong) Qiao, Vaibhav Bhanot
Disclaimer:
© 2016 Team Alpha
All images and illustrations were created by the design team unless otherwise stated.
The editorial content of this process book was entirely created by the design team
and does not necessarily reflect the views of Savannah College of Art and Design.
Apple macintosh OS X computers using Adobe Creative Cloud software (InDesign,
Photoshop and Illustrator) were used to detail all -- pages. Typefaces happyfox and
ubuntu were used.
	The Team											......................................3		
	Project Timeline									......................................4	
	Part 1: Network Analysis						......................................5		
	Part 2: Network Concepts						....................................11
	 Part 3: Defining the Social Network			 ....................................24
	Part 4: Reframe 									....................................38
	 Part 5: Business Model Generation			 ....................................52
	 Part 6: Competitors and Research Analysis	 ....................................58
	 Part 7: Prototyping and Brand Development....................................65
	
	Future vision for Alpha 						....................................85
	 Conclusion and Learnings from the process	 ....................................88
		
	Appendix A										....................................89				
	Bibliography										....................................99
					
index
VAIBHAV BHANOTMA DMGT
Shreya DHAWANMFA SERVICE DESIGN
SUMMER QIAOMA DMGT
GARIMA GUPTAMA DMGT
Project timeline
part 1Social Network analysis
720 | Spring 2016 | Process Book 5
defining SOCIAL Network
The journey of this project started with understanding
how existing social networks function, their intrinsic
characteristics, what makes them work and what leads to
failure.
Figure 1.1 Team Brainstorming
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SOCIAL Network Analysis
SOCIAL
NETWORK
Technology Collaboration
Services
Knowledge Brand
Sharing Trading
People
ConnectionsTrending
Figure 1.3 Social networks mind-map (left)
This mind-map was generated by the design team in order to understand the
intrinsic characteristics and functions of social networks. This map also helped
in realizing the different categories of existing social networks. Successful
networks across various categories were listed for analyzation.
Figure 1.2 Prime characteristics of social networks (top)
These 10 characteristics were identified from the mind map. Technology
was recognized as one the key factors in the functioning of any social
network in today’s time or in the future
network analysis
720 | Spring 2016 | Process Book 7
Figure 1.4 Opportunity maps.
Multiple opportunity maps were created by plotting the listed social networks
on 2X2 matrices.
Technology was kept constant on the y-axis and the other factors were plot-
ted one by one on the x-axis.
Technology
Factors
Technology
Collaboration
Brand
Services
Sharing
Trading
People
Connections
Trending
Knowledge
opportunity maps
Figure 1.5 Opportunity map - technology and sharing
The highlighted area on the map shows existing empty spaces for a prospective
social network. For the other opportunity maps, please refer Appendix A.
Technology
Sharing
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Knowledge Sharing
Resource/Service Sharing
Communal Sharing
Multi-Cultural Sharing
Connections, Knowledge, People and Sharing emerged as
key areas from the opportunity maps. The following ideas
were generated from them:
Technology
Factors
Biggest Opportunity
Connections
Biggest Opportunity
Knowledge
Biggest Opportunity
People
Biggest Opportunity
Sharing
Figure 1.6 Determining the Opportunity areas.
The 9 opportunity maps generated were overlapped in order to determine the
biggest opportunity in each quadrant.
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SAVE MORE SHARE MORE
+
Sharing by Saving
Figure 1.7 Final Concept for social network
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part 2network concepts
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In order to take the concept forward, the design
team made two rigorous mind maps separately
for sharing and saving
These mind maps helped in widening the scope
and thinking beyond the obvious.
Figure 2.1 Mind maps- Saving (left)
SAVING
STRENGTH
CONVERSATION
SITUATION
HISTORICAL
CULTURE
AWARENESS
ROUTINE
ARTIFICIAL
NATURAL
RIVERS TREE
FOOD/CANDIES
WILDLIFE
BUILDINGS/ ARCHITECTURE
ANIMALS
ELECTRICITY/WATER/ENERGY/FUEL
FURBITURES/OBJECTS/CLOTHES
REPUTATION
BANKS
HUMANNITY
COMMUNITY
LANGUAGES
TRIBES
HABITS
TRADITIONS
RELIGION
GIFTS
ANTIQUES
SUCCESS
FIRST TIMES
STORIES
DEFEATS
DYING
FALLING SICK
RELATIONSHIPS
IDENTITY
AS A HABIT
CALORIES
CULTURE
PEOPLE
WISHES
EFFORT
EMOTIONS
MEMORIES
FINANCE
DATA
EVENTS
RESOURCES
THE SELF
TIME
SLEEP
SLEEP
DEATHS
HUMAN ORGANS
LIFE
Saving
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SHARINGNATURE
FOOD
RESOURCES
SERVICES
TECHNOLOGY
TIME
BUSINESS
CLOTHES
CULTURE
THOUGHTS
TRANSPORTATION
CARS
EMOTIONS
ENVIRONMENT
BRAND
PERSONAL SPACE
LOVE
EDUCATION
PETS
DREAMS
BUSINESS
NIGHTMARE
STRORIES
FEARS
FLY
DATE
ASPIRATION
OWNER
TRENDING
LOVE
FISH
DONATING
NEEDY
NEW
CLOSET FAST FASHION
SHOPPING
RECYCLING
STORY
USED
LOVELY GRATEFUL
CONFUSED
SICK
HAPPINESS
ANGER
SADNESS
EXITEMENT
TIRED
ANNOYED
SATISFIED
HUNGRY
ACOOMPLISHMENT
HEART BROKEN
SILLY
RELAXED
HOPEFUL
EXHAUSTED
MOTIVATED
STRESSED
TRAINS
AIRPLANS
BUS
MOTORCYCLE
TRUCKS
HELECOPETER
ROCKET
OFFICE
HOUSE PUBLIC SPACE
SCHOOL
HOSPITAL
AIRPORT
CITY
HOTELS
PARKING
WASHROOM
MARKET
STATION
UNSAFE
WATER
HUMAN
RESOURCES
NATURAL
MONEY
HISTORY
NETWORK
TECHNOLOGY
METALS
REAL ESTATE
ANIMALS
BUSINESS
ELECTRICIANPLUMBER
NURSEC OOK
DOCTORS
FASHION
PSYCOLOGIST
SPA
DRIVER
DESIGNER
RETAIL STORE
PUBLIC
PRIVATE
MOBILE APPLICATIONS
AFTER SALES SERVICES
HEALING
CUSTOMER SERVICE
IDENTITY STAKE
VISIONMARKET
IMAGE
GIALS
LOYALTY
POLICIES
COMMUNICATION
REPUTATION
B2B
B2C
VC PROFITS
MODELS
SPACE
INNOVATION
IDEAS STRATEGY
RESOURCES
PARTNERSHIP
FINANCES
STAKEHOLDERS
HABITS
CHEF
COOKING
AGRICULTURE
ORGANIC
CONSUMPTION
INGREDIENTS
SUPERMARKET
BARS
CAFE
DELIVERY
WASTRESTAURANT
DISTRIBUTION
CULTURE
TRANSPORTATION
CLOUD EGO
MEAL TABLE
DISTANCE
CULTURE
CLOSET
ROOMHATE
FOOD
SCHOOLPETS
INSECURE
SLEEP
BETRAYAL
FRIENDSHIP
FAMILY
EMOTIONS
RELATIONSHIPS
NEEDS
WATERSOLAR
AIR
TREES
EARTH
PLANTS
PARKS
SUNSHINE
THOUGHTS
RELIGION
HABITS
EDUCATION
LAUGUAGE
BELIEFS
HISTORY
GEOGRAPHY
NIGHT
AGEWORKSPIRITUAL
DAY
MANAGEMENT
FRIENDSHIPSSOCIAL
MEMORIES PLAY
BUSINESS
CHANGES
ETERNAL
ADOPTION
INNOVATION
FUTURE
EMAILS
DIGITAL
IDEAS
WIFI
DIFFUSION
EPHEMERAL ROBOTS QUICK
CLOUD
GROUTH
EXPERIENCE
LEARNING
TEACHERS
SKILLS
OPINIONS
KNOWLEDGE
SCHOOLS DEATH
TRAINING
ANIMALS
TAKE CARE
ORGNAZATION
THERAPY
CREATIVE
LAME
INSPIRATION
IMAGINATION
Sharing
Figure 2.2 Mind maps- Sharing
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sharing + saving = ?
In order to identify opportunities, one aspect from each
of the mind maps was taken and combined to create a
possible idea for a social network.
For example: Languages was picked from the Saving
and B2B from Sharing, by combining these two,
the idea of an International business language was
generated.
Four of these ideas were shortlisted by the design team
and developed into concepts for social networks in the
following pages.
Figures 2.3 Saving + Sharing - Social network ideas generation
Languages
Food
Identity Sleep
Success
Stories
International Business Language
Loyalty Points on Sharing Food
Showing presence in Public Spaces Public biking and storing energy
Social Network for couples
B2B
Loyalty
Public
Spaces
Energy
Relationships
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A social network that encourages the habit of saving and
collaborative consumption of resources, services, goods and
skills.This network connects socially and environmentally
conscious users with each other and people outside the
network by engaging in daily activities that enable effective
resource sharing.
Concept 1: Saving everyday
5W & 1H
Why?
What?
Where?
When?
Who?
how?
Habit building app that let’s you treat sharing as a habitual experience
- New daily task everyday to keep you glued and interested
- Earn rewards for each task completed
- Location based to let you ”share” effectively
Everywhere
Everyday
Socially
consciously
millenials
Environmentalists Social
Media Addicts
People
who love
to share
Sleep = Public biking and storing energyEnergy
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Motivation
Liquid
Sidecar
RelayRides
TaskRabbit
Fon
Habitica
SkillShare
Tangible
Resource
Ownership
Intangible
Resource
Ownership
Need
Figure 2.4. Competitors Analysis. Figure 2.5. SWOT Analysis.
Concept validation
W
T
S
O
- Less resource consumption
- Reduced assets ownership
- Sustainable community building
- No infrastructure investments
- Shifting liability on users
- Relies on quality of services
shared
- Relies heavily on user mem-
bership
- Relies on locally available user
base
-Privacy and Public safety is-
sues - “Digital trust”
- Misuse and overuse of
shared services
- Data privacy
- Core value can be incorpo-
rated in existing apps
- Creating an economy based on
sharing
- Redefining asset ownership
- Redefining public services
- Bringing people and neighbor-
hoods together
- Creating sharable infrastructure
+ -
Opportunity Space
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Team Building
Activity
In order to get a sense of how
the city of Savannah treats
its resources, we went to
Forsyth Park for the Earth Day
celebration. We shared our idea
with a few people at the event,
worked in the park all evening
and soaked some sunshine.
Figure 2.6 Team building activity
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A social network that connects people for work,
advice and defines a new paradigm of professional
connectivity. We saw the opportunity for an open
network that creates a new paradigm of professional
connectivity for everyone.
Concept 2: touchpoints
5W & 1H
Why?
What?
Where?
When?
Who?
how?
Taking the term ‘co-working’ seriously and helping people connect with
others in their surrounding for work and advise.
- Enter location, check in and get a list of people in your vicinity.
- Connect with them using the app. This opens us a connection status based
on senders and receivers acceptance.
- Get advise, feedback and get connected to other people.
Anytime - Users can switch on /off their availability.
Everywhere
Freelancers/
Students
Industry
Specialists
Talent
Acquisition
Identity
= Showing presence in Public SpacesPublic
Spaces
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W
T
S
O
Figure 2.7 Competitors Analysis. Figure 2.8 SWOT Analysis.
- New Connections
- Seek advice from specialists
- In-person meetings
- Co-working with local workers
& talents
- No application process
- Long waits for turns
- Unaware Surroundings
for meetings
- Quick meetings can be very
beneficial
- Seeking local talent and
make the best use
- User Ratings can determine
quality
- Sustainable freelance busi-
ness opportunities
- Unreliable people
- Communication through oth-
er channels can be
more effective sometimes
- Personal network related adv.
- Unwanted requests for meet-
ing/collaboration
Concept validation
One to One
Tinder
Foursquare
Google Places
Fandago
Scvngr
Loopt
Groupon
Yelp
Opportunity Space
Opportunity Space
Network Size
Many to Many
Opportunity Space
+ -
Opportunity Space
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A social network that connects business people through
a visual language for global communication. It creates
a platform for creative sharing through infographics. It
eliminates cultural barriers by creating a common medium
for people to communicate, hence retaining the power
and freedom of expression.
Concept 3: not lost in translation
5W & 1H
Why?
What?
Where?
When?
Who?
how?
A Visual Language to communicate across International business networks
- Creates an individual and business professional profile on this social network
- Facilitates communication across countries and different language speaking
people
- Utilizes visual iconography as the medium of translation and communication
Everyday- As per professional requirement
Globally
Entrepreneurs Large Businesses Business
Networking
Small Businesses
Languages = International Business LanguageB2B
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W
T
S
O
Figure 2.9 Competitors Analysis. Figure 2.10 SWOT Analysis.
- Promotes a visual conversation
language
- Eliminates cultural and lan-
guage barriers
in communication
- Retains the power and free-
dom of expression
- Promotes creativity
- Global business currently
speak English
- It will require time for people
to adapt to this new system of
communication
- It may not be able to handle
competitive pressure
- Creates an international social
network with no barrier of lan-
guage
- Creates a global business visual
language
- Cultural Connotations
- Not all industries might be
comfortable using this tool
- Not all business/professional
terms could be clearly trans-
lated and understood using
icons
Concept validation
Language Translation
Iconographic
Visual.ly
LinkedIn	
Cofounder
Fandago
Scvngr
Loopt
Groupon
Yelp
Professional
Networks
+ -
Opportunity Space
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A social network platform designed only
for couples that facilitates saving and
sharing successful relationship stories.
This network creates a timeline to
monitor a couple’s relationship and helps
couples to nourish and maintain their love
by sharing a sustaining relationship for
the world.
Concept 4: Pair 'n' Share
5W & 1H
Why?
What?
Where?
When?
Who?
how?
Saving successful stories and sharing relationships- A social network
platform designed only for couples
- A public social network only for couples
- Couple agreement = successful story
- Two-way couple sharing
Everyday
Everywhere
Dating Couples Old Couples
Married CouplesCommitted Couples
Success
Stories
= Social network only for couplesRelationships
720 | Spring 2016 | Process Book 22
W
T
S
O
Figure 2.11. Competitors Analysis. Figure 2.12 SWOT Analysis.
- An innovative social network only
for couples
- A new medium can be used to
share
- Two-way together sharing
- Diffusion issue
- The way of negotiation
may cause misunderstand-
ings
- Big blue ocean in terms of op-
portunity space
- Many possibilities to use a new
medium to share
- Break down the negotiation
can be a key driving factor
- Users are loyal to certain
existing social networks
- Less privacy offered
Concept validation
+ -
Opportunity Space
Network
Size
Private
Public
Youtube
Instagram
Facebook
Twitter
Couple
Between
CompleteWithout
Lovedays
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part 3
network users
720 | Spring 2016 | Process Book 24
The design team followed the 17-step Zag process
offered by Marty Neumeier in his book The Zag.
This process helped in establishing Concept 3 - Not
lost in translation as an innovative idea for further
development.
ZAG
Figure 3.1 Finding the zag
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GLYPHALYST
(GLYPH + CATALYST)
A catalyst for global communication
Cultural Differences Visual language
clarity
Crisis attention Iconographic
language
A glyph is a hieroglyphic character or pictograph.
Symbols and visuals are primitive ways of
interaction. Since the origin of mankind, humans
have used drawings and icons as a medium of
communication.
This social network aims to leverage the power
of glyphs as a catalyst for effective global
communication. It seeks to create a universal
language of communication between individuals
from different cultural backgrounds.
Figures 3.2 Glyphalyst
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These two methods were utilized to do extensive secondary
research in order to determine the current trends in respect to a
visual communication network.
Key findings:
1. Cultural differences reduce with visual communication
2. English is the current global language of communication for
various non-native speakers. This limits the freedom of
expression and understanding.
3. Translators have a limitation of conveying the complete content
and expression. Language translation cannot be perfected.
4. The ability to communicate with people who do not understand
your language is invaluable. Everyone today, especially travellers
aspire to have a ‘Globally local’ persona.
popular media scan & Key facts
Figure 3.3 Popular Media scan insights
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AIRLINE
GROUND STAFF
MEMORY
COMPETITIONS
SIGNAGES/
ENVIRONMENTAL
GRAPHICS
PROFESSORS/
TEACHERS
SERVICE
PROVIDERS
DOCTORS/
HOSPITALS
SPACE
COMMUNICATION
SOCIAL MEDIA
ADDICTS
EXPERT
PROFESSIONAL
MARKETING
ADVERTISING
DESIGNERS
IMMIGRATION
ARMY
ARTISTS
SILENT
ZONES
MINORS
TRAINERS
MNC’S
AIRLINE STAFF
FACTORIES
TRAFFIC COPS
FEDEX
CONSTRUCTION
SITES
OLYMPICS
RELIGIONS
GROUPS
POLITICIANS
FIRST
RESPONSE
FIREMEN
FBISPORTS
DRIVERS
TEAM BULDING
ACTIVITY
TRANSLATORS
ICE BREAKER
UNEDUCATED
PEOPLE
HOTEL STAFF
BUSINESS
STUDENTS
DISABLED/OLD
NON-NATIVE
TRAVELERS
TOUR GUIDES
LANGUAGE
SCHOOL
KINDER
GARDEN
GESTURE
TECHNOLOGY
Figure 3.4 Stakeholders Map
Creating a stakeholders map helped
the design team to identify and
explore the people and things
affected by the network. The key
stakeholders were identified and
taken forward as the user groups for
the social network.
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Figure3.5. Convergence Map
Through the secondary research process, the design
team was able to identify the 3 pillars of the social
network. These 3 pillars – Visual, Communication and
People were overlapped to determine network goals.
VISUAL
COMMUNICATION
PEOPLE
ICONS
DRAWING
SIGNS
SYMBOLS
SIGNS
MODELS
MOTION
STORYBOARD
EMOTICONS
REGIONAL
PICTORIAL
COLOR
PICTURES
FLOW
WRITTEN
LANGUAGE
SYSTEM
PERSPECTIVE
DIRECTIONS
PERSPECTIVE
EDUCATION
EXPRESSION
SPEECH
INTERACTION
LANGUAGE
MEDIUM
NETWORKING
LEARNING
BODY LAUGUAGE
LITERATURE
EMOTIONS
WORDS
COMMUNITY
CULTURE
COUNTRIES
FRIENDS
ASPIRATIONS
NEEDS
BELIEVERS
INTERESTS
GOALS
IDENTITY
PROFESSIONS
RELIGION
TRIBE
EDUCATION
STEREOTYPES
HERITAGE
MOTIVATION
HIERARCHY
ETHNICITY
RELATIONSHIPS
PERCEPTIONS
IDENTITIES
PATTERNS
STORIES
DEFINITION
DECODING
RELIABILITY
EXPRESSIONS
CONVERSATIONS
NETWORKS
NON-VERBAL
COMMUNICATION
MEMORIES
ASSOCIATION
IDENTIFICATION
GLOBALLY LOCAL
EXTENDING
CONVERSATION
720 | Spring 2016 | Process Book 29
Living
Safety
Loyalty
Activity
Money
Business
UNIVERSAL
LANUGUAGE
To Survive
Thinking
Visually
Building
Relashionships
Sharing
Meeting
New People
Translation
Feelings
Emotions
Complain
Compliments
Direction
Emergency
History
Identity
Transactions
Stories
Greetings
Needs
Communication
Alerts
Definition
Creativity
Artistic
Imagination
Empathy
Unity
Manners
Appreciation
Welcoming
Friendship
Homely
Icebreakers
Networking
Social
Safety
Reaction
Visual Notification
Transportation
Responsiveness
Messages
Trust
Solitude
Fast Response
Promptness
Picture Memory
Abstraction
Imagination
Gold Fish Memory
Building Content
Guidance
Heritage
Cultural Belonging
Exploration
Social Media
Tinder
Socialization
Sexual Frustration
Networking
Selflessness
Collaboration
Globalization
Unity
Cross Breeding
Cross Cultural
Education
Relief
Exploration
LocationDiscomfort
Felling Good
Dissatisified
Sarcasm
Love/ Fear
Confidence
Expression
Freedom
Satisfaction
Fulfillment
Hope
Improvement
Feeling Special
Humanity
Expression
Love
Empathy
Anger
Sensitivity
Figure3.6. Offerings-Activity-Culture Map
The core offering of Glyphalyst is to create a universal
language of communication. In order to determine
the activities that can be initiated by the network and
the resultant culture that it creates an OAC map was
developed by the design team.
720 | Spring 2016 | Process Book 30
empathy maps
Travelers
Travellers were identified as
prime users for Glyphalyst.
Different reasons for travel
– work, study, leisure and
adventure were identified.
Their personas and empathy
maps were developed
accordingly.
Figure 3.7 Empathy Maps
720 | Spring 2016 | Process Book 31
SCAD organizes a sidewalk arts festival every year
where SCAD students and alumni from different
majors draw amazing artworks with chalk on
sidewalks in forsyth park. The design team utilized
this opportunity to interact with users and test the
idea of the network by building a cultural probe.
Two cultural probes were designed for testing.
cultural probe
Figure 3.8 Team activity
720 | Spring 2016 | Process Book 32
Sentences using visual icons were created and people were asked
to interpret them.
In addition to the sentence, data points like Nationality, age,
occupation no. of languages known and countries travelled were
also collected from 25 people.
Key Observations:
1. People get the gist of the sentence, but have varied ways
of framing the sentence. 65% people were able to convey the
meaning.
2. Non-english speakers enjoyed the process more.
Participants from varied age groups got involved and excited.
cultural probe 1
I am a SCAD student and I love art.
I bicycle from my home to school everyday
I like forsyth park for outing with family and friends.
Figures 3.9 Cultural Probe 1
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Figures 3.10 Cultural Probe 1
720 | Spring 2016 | Process Book 34
The design team carried a set of printed cards with visual icons.
Different groups at the event were given these set of cards and asked
to make sentences and communicate with their friends and family.
This method was also tested with people waiting in the Leopold’s ice-
cream queue in the event. People picked one icon card to convey a
message to the person behind them in the queue.
Key Observations:
1. Every individual has a unique way of storytelling, some used icons in
clusters and other in lines.
2. Participants liked to draw their own icons in order to build their
own personal story.
3. Children loved visual storytelling and participated very actively.
Limitations:
1. Use of punctations and tenses is unclear in visual communication.
2. Some people were unable to frame a sentence and wrote just the
meaning of icons.
3. Association of known icons like ‘facebook like’ leads to confusion.
cultural probe 2
Figures 3.11 Cultural Probe 2
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Figures 3.12 Cultural Probes 2
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At this point in our journey, we faced a major road block. We realized
that the weaknesses and threats of the concept overpowered the
strengths and opportunities because of the following reasons:
1. Visual communication can be a powerful mode of
communication but it can’t replace the existing way that
people comunicate.
2. This way of communication will completely fail in
emergency situations
3. Different people can have different interpretations of the
same image, and this can lead to confused communication.
4. Icons and images can be a possible tool to communicate
but may not develop into a successful social network that
connects people globally.
Why did glyphalyst not work?
Figures 3.13
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part 4
REFRAME
720 | Spring 2016 | Process Book 38
WHAT If..
we reframe
The primary user research and cultural probes
gave us many clues to reframe the concept for a
social network based on visual communication for
children. This gave a new direction to the project
and Alpha - a social network for children was born.
720 | Spring 2016 | Process Book 39
Problem IDENTIFICATION
media landscape
1. Absence of online medium of communication for kids.
2. Growing need for child-friendly social networks.
3. Over 20,000 kids aged 13 and under try to cheat the age limit and
sneak into Facebook every day.
1. Ipad is the most popular toy of 2016.
2. Kids start using gadgets at the age of 1. 90% of them master it by
the age of by 2.
3. Over 20,000 kids aged 13 and under try to cheat the age limit and
sneak into Facebook every day.
4. Kids below the age of 2 benefit with 30-60 mins of screen time.
720 | Spring 2016 | Process Book 40
for the young starters...
Alpha is a visual communication and learning medium for a parent and child.
720 | Spring 2016 | Process Book 41
Alpha connects children who are already friends through a visual medium of communication. It connects parents
through their children. It also connects parents to child oriented brands and events. It has an age specific content
and a unique interface for children and parents.
HOW ALPHA WORKS?
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720 | Spring 2016 | Process Book 43
Children can connect through Alpha and co-create on a common storyboard.
They can explore their creativity by using Alpha’s extensive visual library or draw
on their own. There are also visual educative games for children that can be
unlocked by parents.
Kids
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parents
720 | Spring 2016 | Process Book 45
Businesses
720 | Spring 2016 | Process Book 46
user groups
Children can keep in touch with their existing
friends at school, in the neighbourhood or else-
where through this visual communication plat-
form. They can perform various daily tasks and
earn reward points.
Child oriented brands can enroll in this network.
They can add their own icons in the visual library for
children and can share current offers and product
details with parents Local event and child classes
organizers can also use this network for effective
communication directly with the user group
Teachers and schools can be a part of Alpha to
communicate with students and their parents.
Parents are the prime users of this network. They
create their child’s and own account on Alpha.
They can completely monitor their child’s growth
and activities.
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empathy maps
Alice || 4 yrs || Talkative || Friendly || Studies in Playschool Jack & Diana || Alice’s Parents || First time parents || Business family
720 | Spring 2016 | Process Book 48
empathy maps
Mary Ward || 28 yrs || Curious || Outgoing || Educator Lego || Toy Makers || Associated Business
720 | Spring 2016 | Process Book 49
user journey map 1
123
124
+
+
+
+
++
+
+
+
+
!
+
4. Now, Alice and Mickey can
connect with each other and
other friends and do activities
together on Alpha.
3. Their parents join Alpha
and create their child’s and
own profile.
2. Their parents think about
connecting through Alpha.
1. Alice and Mickey go to the
same school or they live in the
same neighbourhood.
720 | Spring 2016 | Process Book 50
user journey map 2
COMMON BOARD
+
Alice and Mickey can use Alpha’s visual library to communicate through a common story board
There are no words, just visuals!
720 | Spring 2016 | Process Book 51
part 5
business model canvas
720 | Spring 2016 | Process Book 52
WHAT'S YOUR VISION
Leverage the power of visual
communication to foster a
meaningful child-parent ecosystem
3
WHAT WAVE ARE YOU RIDING
* Increasing use of technology in
a child’s educational process.
* Social networking and access to
technology.
* Visual Communication.
4
WHO share the br andscape
5
WHAT DO YOU DO
Facilitate education using
communication, networking and
technology
2
WHAT should YOU add or subtr act
Communication with all
family members, not just
parents.
Direct advertising to
children.
7
who loves you
* Children
* Parents and family members
* Associated Businesses
* Visual Communication and
Language tools
8
wha t makes you the only
6
WHO ARE you
Visual Communication and learning tool.
1
ZAG
The design team followed the 17-step Zag
process offered by Marty Neumeier in his
book The Zag in order to develop Alpha as
an innovative network for the future and to
identify what makes Alpha unique.
720 | Spring 2016 | Process Book 53
whose the enemy
* Gaming application
* Existing social networks
* Learning Institutions
9
how do you explain yourself
Alpha - For the Young Starters.
A complementing educational tool.
11
how do you spread the word
* Word of mouth (organic reach)
* Associated businesses
* Social networking advertising
12
how do people engage with you
Through a secure social platform for
children to enhance visual
communication and relationships.
13
wha t do they call you
Alpha
10
how do you earn their loyalty
15
how do you extend you success
16
how do you protect your portfolio
* Constant innovation and
adaptability
* Content development
17
wha t do they experience
Customer journey maps
(SCENARIOS)
14
720 | Spring 2016 | Process Book 54
Business model canvas
According to Alexander Osterwalder, “A business model describes the rationale of how an organization
creates, delivers, and captures value.”
The business model canvas helped the design team to create a shared understanding and realize
the internal functioning for Alpha. Each aspect of the business canvas model was detailed using the
description in the book.
720 | Spring 2016 | Process Book 55
Trust
Community
Co-creation
customer relationships
Anyone associated with Alpha –
whether customers or non-customers,
experience trust as one the prime
qualities that this brand nurtures. Alpha
instills trust - between children, their
parents, key partners and business
associates.
Alpha is a platform for co-creation. Children
who are friends on Alpha can co-create
using the storyboard, they can also use this
with their parents and share the creations
with everyone.
Team Alpha believes in co-creation within the company
as well as with customers, it aims to critically analyze
user data and provide support as per specific user needs.
720 | Spring 2016 | Process Book 56
Alpha generates revenue through 3 key activities in addition to the basic initiation cost of the product:
LEGO
Learn local guitar
tunes next door.
$2.99
+
REvenue streams
1. Brand integration: Different child brands
can co-create with Alpha and integrate
their icons and images on Alpha. These
icon groups will be locked and available for
use on purchase.
2. Brand advertising and location based
services: Child brands and key partners can
advertise directly to parents, they can also
provide location-based notifications and
product offers.
3. Events Promotions: Neighborhood skill classes
and other event organizers for children and
parents can use Alpha as a medium for advertising
and product promotion.
720 | Spring 2016 | Process Book 57
part 6
competitors analysis
720 | Spring 2016 | Process Book 58
competitors landscape
While identifying the key competitors, it was interesting
to note that most of the child social networks were not
functional- they launch, stay for a while and then disappear.
The reason for this failure of social networks for children is that
everyone wants to be facebook, but can’t be.
Youtube kids: YouTube Kids limits the world of
content on the service to curated, family-friendly
videos, channels, and educational clips.
Edmodo: A way for educators to connect and
collaborate with students, parents and each
other.
720 | Spring 2016 | Process Book 59
Social network for children are primarily for the following
functions:
1.Gaming and virtual world
2. Creating favourite character avatars
3. Chatting with friends, photo and video sharing
4. Learning activities
Togetherville: For Kids 10 and unders,
this network mimics the experience
of adult social networking sites, i.e.
Facebook but in an age-appropriate and
parent-monitored environment. It has
recently been taken over by Disney
Club Penguin: It is a massively multiplayer
online game involving a virtual world
containing a range of online games and
activities, created by Disney. The game is
specifically designed for children aged 6
to 14.
A “grom” is surfer slang for a young
surfer. Groms have the opportunity to
create a profile, make friends, build a
virtual world. It contains videos, games,
DIY projects and learning activities.
Your Sphere: A kid-safe alternative to
Facebook and Myspace. This network
was created by the mom of a 5 year old.
720 | Spring 2016 | Process Book 60
Blue ocean strategy
Youtube Kids
Edmodo
Togetherville
Club Penguin
Yoursphere
Knowledge Content
Quality
Ease
of Use
Tech Parental
Control
Social
Factor
Customer
Segments
Design Personalization
According to W.Chanin the author of the book blue oceans strategy “brands can succeed by creating blue
oceans of uncontested market space.” This blue ocean map helped in grading the existing child social
networks in context to the attributes on the x-axis. This positioning helped in identifying the existing
unexplored white spaces.
720 | Spring 2016 | Process Book 61
SWOT analysis
Alpha wants to be a safe
communication channel for
children and their parents.
It has pre-controlled age
specific content to foster
and encourage visual
communication.
In its future vision, Alpha
aims to play a vital role in
the educational setting.
Therefore, Edmodo
and Youtube kids were
identified as the key
competitors.
720 | Spring 2016 | Process Book 62
Business Model Canvas: edmodo The Business Model Canvas for both these companies were also created by the Design
team in order to understand how and where is Alpha unique.
720 | Spring 2016 | Process Book 63
Business Model Canvas: youtube kids
720 | Spring 2016 | Process Book 64
part 7
Branding and prototyping
720 | Spring 2016 | Process Book 65
for the young starters...
Red
yellow
blue
Welcoming and passionate, this color encourages community building.
The color of sunshine. It’s associated with joy, happiness, intellect, and
energy. Alpha aims to tap the high energy that children have in order to
encourage co-creation.
Alpha is the first letter of the greek alphabets. Alpha means the first, in the case
of a social network for children and their parents, Alpha is the first of its kind.
Alpha wants to create a very kid and parent friendly visual interface, that aligns
with the 3 value Pillars - Trust, Community Building and Co-creation. It uses the
following colors in their pastel tones.
The color of the sea and sky, it is associated with nature, trust and secu-
rity. This color is used for the parents interface to instill a sense of safety
for their child.
Alpha complies by the COPPA (Children’s online privacy protection)
guidelines advised by the United States Federal Law.
720 | Spring 2016 | Process Book 66
website
720 | Spring 2016 | Process Book 67
prototype for kids
A prototype for the user interface for children and
parents was created and tested with parents and
children in order to understand initial reactions, ease of
use. The responses were recorded through observations
and asking questions.
720 | Spring 2016 | Process Book 68
prototype for kids
Share your drawring moment
2
3
Make a story with mom
1Create an icon of fruit
25
Daily Task
Cici Jo Ala
Sharing
Alice & Mickey 50 Summer 12 Cici, Jo & Ala Paul & Momo121 20
720 | Spring 2016 | Process Book 69
prototype for parents
720 | Spring 2016 | Process Book 70
prototype for parents
720 | Spring 2016 | Process Book 71
prototype testing
720 | Spring 2016 | Process Book 72
interviews
720 | Spring 2016 | Process Book 73
720 | Spring 2016 | Process Book 74
720 | Spring 2016 | Process Book 75
720 | Spring 2016 | Process Book 76
720 | Spring 2016 | Process Book 77
720 | Spring 2016 | Process Book 78
720 | Spring 2016 | Process Book 79
720 | Spring 2016 | Process Book 80
720 | Spring 2016 | Process Book 81
Irini Kokkinou, Psychology Professor, Savannah College of Art and
Design
Key insights:
1. Children should be taught how to communicate effectively. It’s not
part of the current school curriculum in the United States.
2. Children need to learn how to socialize with other people. They have to
learn how to be a friend.
3. Children learn how to interact with the world in a mechanical way.
Children mimic grownups. They are constant observers, and create
mental images of everything.
4. The product should foster the interaction between parents and their
children.
5. It is inherent that children learn something by interacting with this
neork. It should not be about satisfying them, but about engaging them
and facilitating conversation channels between the parent and child.
6. Children change their friends everyday. After the age of 6 or 7, a child
gets a better ability to gauge and understand relationships.
Interview with Child Psychologist
720 | Spring 2016 | Process Book 82
key insights from interviews And
prototype testing
For the social network:
1. Parents should have the option of creating an event and sharing with
other parents. For example: A park date with the children.
2. There can be an option for having a advisory board consisting of
educational, social science experts who parents can contact for their
child’s needs.
3. Brand integration can be encouraged by daily competitions for parents.
4. Within the same city, create community for parents, even if they are
not friends through their children. These communities can help
connect parents to discuss their child’s educational and other needs.
720 | Spring 2016 | Process Book 83
key insights from interviews And
prototype testing
For the interface:
1. Children love music, it will be great if a background music can be added
to different activities on the application.
2. Adding games for daily activities can be a good addition. Games like
puzzle match up can be used, which can also go really well with the
visual communication concept of the network.
3. Whenever a child completes an activity, he should be acknowledged.
For example: By using applause sound and adding reward points.
4. Emotions should be added to icons. For example: A happy dog face and
a sad dog face.
720 | Spring 2016 | Process Book 84
future vision
720 | Spring 2016 | Process Book 85
Alpha’s USP is the age specific content. Alpha has been launched with content that is specifically curated for kids 6 and under.
720 | Spring 2016 | Process Book 86
5 year plan:
During the research, the design team came across a lot of materials which sug-
gested the possible use of such a network based on visual communication for
special kids. But owing to the timeline of the project and the sensitivity that it
demands we couldn’t explore.
3 year plan:
Within the next 3 years, the design team proposes to launch Alpha’s cousins
Beta ( ) for kids 6-9 years old and Gamma ( ) for 9-12.
By the time Alpha turns 5, it will be Introduced as Phi ( ) and be used as a learn-
ing tool in educational institutes.
10 year plan:
Over these years, Alpha will gain popularity in different parts of the world. This
is when Alpha will complete the full circle and become infinite ( ). It will be the
ultimate visual communication network for children and parents across all cul-
tures, languages and regions.
720 | Spring 2016 | Process Book 87
Learnings from the project
Business networks, concepts and models are all about the constant ups and
downs in the process of development. It is about the pitfalls and rising up af-
ter finding new opportunities. It is about a future vision, that aligns the tasks
today.
As Team Alpha,
1. We learnt to take tiny steps, fall, feel lost, use the course tools - zag,
bmc, find opportunities and rise up again.
2. We realized, if one falls in the process of developing a concept, it does
not mean that they need to repeat the whole process from the beginning,
one just needs to look at the research from a different perspective.
3. We learnt that developing business concepts is a non-linear process.
4. There are multiple double diamonds and back-n-forth in the process of
development.
5. Zagging provides a unique perspective to realize the potential of the
concepts.
6. It’s important to define and develop the vision for your concept.
7. It is important to look at what’s next and ask what if?
8. We learnt to convert the negatives into positives on a SWOT analysis map.
It is important to have a shared vision and alignment with the team members.
As Team Alpha, we thoroughly enjoyed the 720 process and learnt tools and
strategies that we will continue to use in the future.
720 | Spring 2016 | Process Book 88
appendixTechnology vs Factors: 2x2 matrix
720 | Spring 2016 | Process Book 89
appendixTechnology vs Factors: 2x2 matrix
720 | Spring 2016 | Process Book 90
appendixCultural Probe Results
720 | Spring 2016 | Process Book 91
appendixInterview Results
720 | Spring 2016 | Process Book 92
appendixInterview Results
720 | Spring 2016 | Process Book 93
appendixPopular Media Scan
720 | Spring 2016 | Process Book 94
appendixPopular Media Scan
720 | Spring 2016 | Process Book 95
appendixPopular Media Scan
720 | Spring 2016 | Process Book 96
appendixPopular Media Scan
720 | Spring 2016 | Process Book 97
appendixPopular Media Scan
720 | Spring 2016 | Process Book 98
bibliography
Books:
Kim, W. C., & Mauborgne, R. (2005). Blue ocean strategy: How to create uncontested market space and make the competition irrelevant. Boston, MA: Harvard
Business School Press.
Neumeier, M. (2007). Zag: The number-one strategy of high-performance brands: A whiteboard overview. Berkeley, CA: AIGA
Osterwalder, A., Pigneur, Y., Clark, T., & Smith, A. (n.d.). Business model generation: A handbook for visionaries, game changers, and challengers.
Lockwood, T. (2009). Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press.
Stone, T. L. (2010). Managing the design process: Implementing design: An essential manual for the working designer. Beverly, MA: Rockport.
Web sources:
Trello Goes Global! (n.d.). Retrieved June 01, 2016, from https://trello.com/global/?utm_source=newsletter
World Tourism Organization UNWTO. (n.d.). Retrieved June 01, 2016, from http://media.unwto.org/press-release/2016-01-18/international-tourist-arriv-
als-4-reach-record-12-billion-2015
The Business Risks of Language Barriers. (n.d.). Retrieved June 01, 2016, from http://visual.ly/business-risks-language-barriers
Hempel, J. (2014). Words are dead. Here’s what will replace them. Retrieved June 01, 2016, from http://fortune.com/2014/06/04/future-of-the-image/
Home - Foko Inc. (n.d.). Retrieved June 01, 2016, from http://foko.co/
Using Icons and Visuals to Communicate. (n.d.). Retrieved June 01, 2016, from http://oshyn.com/general/icons-and-visual-communciation
720 | Spring 2016 | Process Book 99
Visual Grammar: How To Communicate Without Words - Vanseo Design. (2010). Retrieved June 01, 2016, from http://vanseodesign.com/web-design/visual-gram-
mar/
Quick access menu. (n.d.). Retrieved June 01, 2016, from http://www.tsbvi.edu/preschool/203-resources/1725-non-verbal-communication-cues-signals-and-symbols
Coren, M. J. (2016). A new study confirms it: We really don’t know what we’re saying when we use emoji. Retrieved June 01, 2016, from http://qz.com/659785/a-
new-study-confirms-it-we-really-dont-know-what-were-saying-when-we-use-emoji/
Baig, E. C. (2015). Microsoft launches Skype Translator to break down language barriers. Retrieved June 01, 2016, from http://www.usatoday.com/story/tech/col-
umnist/baig/2015/10/01/microsoft-launches-skype-translator-break-down-language-barriers/73132578/
Visual Learning Overview. (n.d.). Retrieved June 01, 2016, from http://www.inspiration.com/blog/2010/10/say-it-without-words/
Breaking Down Language Barriers in Emergencies. (n.d.). Retrieved June 01, 2016, from http://blueflagtranslations.com/blog/745-breaking-down-language-barri-
ers-in-emergencies
Universals in Nonverbal Communication. (2012). Retrieved June 01, 2016, from https://lizprovasi.wordpress.com/2012/04/20/universals-in-nonverbal-communica-
tion/
How do culturally different people interpret nonverbal communication? (2010). Retrieved June 01, 2016, from http://people.howstuffworks.com/nonverbal-com-
munication.htm
Dredge, S. (2014). 10 things you need to know about translation technology. Retrieved June 01, 2016, from https://www.theguardian.com/technology/2014/ju-
l/16/10-things-know-about-translation-technolology-apps-smartphone
TRANSLATION TECHNOLOGY. (n.d.). Retrieved June 01, 2016, from http://www.lionbridge.com/solution-categories/translation-technology/
Iconographic news headlines - information aesthetics. (n.d.). Retrieved June 01, 2016, from http://infosthetics.com/archives/2007/11/collaborative_iconographic_
news.html
Iconography for translations: Best practice for communicating availability of translated content. (n.d.). Retrieved June 01, 2016, from http://flagsarenotlanguages.
720 | Spring 2016 | Process Book 100
com/blog/2012/05/iconography-for-translations-best-practice-for-communicating-availability-of-translated-content/
Iconography in the Western World - Art History - Oxford Bibliographies - obo. (n.d.). Retrieved June 01, 2016, from http://www.oxfordbibliographies.com/view/docu-
ment/obo-9780199920105/obo-9780199920105-0044.xml
Culture Influences Perception | Psych Central News. (2007). Retrieved June 01, 2016, from http://psychcentral.com/news/2007/07/13/culture-influences-percep-
tion/1011.html
Getting fluent at the language of iconography. (2015). Retrieved June 01, 2016, from https://medium.com/@wenting_zhang/getting-fluent-at-the-language-of-iconog-
raphy-3415d03d0a8f#.hsrpvpvlo
Learning to understand the language of icons. (n.d.). Retrieved June 01, 2016, from https://www.osv.com/OSVNewsweekly/ByIssue/Article/TabId/735/ArtMID/13636/
ArticleID/5395/Learning-to-understand-the-language-of-icons-.aspx
Universal visual language : Naoyuki Ishitsuka Design Portfolio. (n.d.). Retrieved June 01, 2016, from http://nao-i.com/eng/ust.html
Urban Screens: The beginning of a universal visual culture | Lester | First Monday. (n.d.). Retrieved June 01, 2016, from http://ojphi.org/ojs/index.php/fm/article/
view/1543/1458
Around Rembrandt. (n.d.). Retrieved June 01, 2016, from http://isotyperevisited.org/2012/08/around-rembrandt.html
IBM Design Language | Experience. (n.d.). Retrieved June 01, 2016, from https://www.ibm.com/design/language/framework/experience
720 | Spring 2016 | Process Book 101
thank you : TEAM ALPHA

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Alpha - Process Book

  • 1. Process Book : TEAM ALPHA DMGT 720 | Spring 2016 | Design Innovation Development Professor Bruce Claxton Garima Gupta, Shreya Dhawan, Summer (Yaqiong) Qiao, Vaibhav Bhanot
  • 2. Disclaimer: © 2016 Team Alpha All images and illustrations were created by the design team unless otherwise stated. The editorial content of this process book was entirely created by the design team and does not necessarily reflect the views of Savannah College of Art and Design. Apple macintosh OS X computers using Adobe Creative Cloud software (InDesign, Photoshop and Illustrator) were used to detail all -- pages. Typefaces happyfox and ubuntu were used. The Team ......................................3 Project Timeline ......................................4 Part 1: Network Analysis ......................................5 Part 2: Network Concepts ....................................11 Part 3: Defining the Social Network ....................................24 Part 4: Reframe ....................................38 Part 5: Business Model Generation ....................................52 Part 6: Competitors and Research Analysis ....................................58 Part 7: Prototyping and Brand Development....................................65 Future vision for Alpha ....................................85 Conclusion and Learnings from the process ....................................88 Appendix A ....................................89 Bibliography ....................................99 index
  • 3. VAIBHAV BHANOTMA DMGT Shreya DHAWANMFA SERVICE DESIGN SUMMER QIAOMA DMGT GARIMA GUPTAMA DMGT
  • 5. part 1Social Network analysis 720 | Spring 2016 | Process Book 5
  • 6. defining SOCIAL Network The journey of this project started with understanding how existing social networks function, their intrinsic characteristics, what makes them work and what leads to failure. Figure 1.1 Team Brainstorming 720 | Spring 2016 | Process Book 6
  • 7. SOCIAL Network Analysis SOCIAL NETWORK Technology Collaboration Services Knowledge Brand Sharing Trading People ConnectionsTrending Figure 1.3 Social networks mind-map (left) This mind-map was generated by the design team in order to understand the intrinsic characteristics and functions of social networks. This map also helped in realizing the different categories of existing social networks. Successful networks across various categories were listed for analyzation. Figure 1.2 Prime characteristics of social networks (top) These 10 characteristics were identified from the mind map. Technology was recognized as one the key factors in the functioning of any social network in today’s time or in the future network analysis 720 | Spring 2016 | Process Book 7
  • 8. Figure 1.4 Opportunity maps. Multiple opportunity maps were created by plotting the listed social networks on 2X2 matrices. Technology was kept constant on the y-axis and the other factors were plot- ted one by one on the x-axis. Technology Factors Technology Collaboration Brand Services Sharing Trading People Connections Trending Knowledge opportunity maps Figure 1.5 Opportunity map - technology and sharing The highlighted area on the map shows existing empty spaces for a prospective social network. For the other opportunity maps, please refer Appendix A. Technology Sharing 720 | Spring 2016 | Process Book 8
  • 9. Knowledge Sharing Resource/Service Sharing Communal Sharing Multi-Cultural Sharing Connections, Knowledge, People and Sharing emerged as key areas from the opportunity maps. The following ideas were generated from them: Technology Factors Biggest Opportunity Connections Biggest Opportunity Knowledge Biggest Opportunity People Biggest Opportunity Sharing Figure 1.6 Determining the Opportunity areas. The 9 opportunity maps generated were overlapped in order to determine the biggest opportunity in each quadrant. 720 | Spring 2016 | Process Book 9
  • 10. SAVE MORE SHARE MORE + Sharing by Saving Figure 1.7 Final Concept for social network 720 | Spring 2016 | Process Book 10
  • 11. part 2network concepts 720 | Spring 2016 | Process Book 11
  • 12. In order to take the concept forward, the design team made two rigorous mind maps separately for sharing and saving These mind maps helped in widening the scope and thinking beyond the obvious. Figure 2.1 Mind maps- Saving (left) SAVING STRENGTH CONVERSATION SITUATION HISTORICAL CULTURE AWARENESS ROUTINE ARTIFICIAL NATURAL RIVERS TREE FOOD/CANDIES WILDLIFE BUILDINGS/ ARCHITECTURE ANIMALS ELECTRICITY/WATER/ENERGY/FUEL FURBITURES/OBJECTS/CLOTHES REPUTATION BANKS HUMANNITY COMMUNITY LANGUAGES TRIBES HABITS TRADITIONS RELIGION GIFTS ANTIQUES SUCCESS FIRST TIMES STORIES DEFEATS DYING FALLING SICK RELATIONSHIPS IDENTITY AS A HABIT CALORIES CULTURE PEOPLE WISHES EFFORT EMOTIONS MEMORIES FINANCE DATA EVENTS RESOURCES THE SELF TIME SLEEP SLEEP DEATHS HUMAN ORGANS LIFE Saving 720 | Spring 2016 | Process Book 12
  • 13. SHARINGNATURE FOOD RESOURCES SERVICES TECHNOLOGY TIME BUSINESS CLOTHES CULTURE THOUGHTS TRANSPORTATION CARS EMOTIONS ENVIRONMENT BRAND PERSONAL SPACE LOVE EDUCATION PETS DREAMS BUSINESS NIGHTMARE STRORIES FEARS FLY DATE ASPIRATION OWNER TRENDING LOVE FISH DONATING NEEDY NEW CLOSET FAST FASHION SHOPPING RECYCLING STORY USED LOVELY GRATEFUL CONFUSED SICK HAPPINESS ANGER SADNESS EXITEMENT TIRED ANNOYED SATISFIED HUNGRY ACOOMPLISHMENT HEART BROKEN SILLY RELAXED HOPEFUL EXHAUSTED MOTIVATED STRESSED TRAINS AIRPLANS BUS MOTORCYCLE TRUCKS HELECOPETER ROCKET OFFICE HOUSE PUBLIC SPACE SCHOOL HOSPITAL AIRPORT CITY HOTELS PARKING WASHROOM MARKET STATION UNSAFE WATER HUMAN RESOURCES NATURAL MONEY HISTORY NETWORK TECHNOLOGY METALS REAL ESTATE ANIMALS BUSINESS ELECTRICIANPLUMBER NURSEC OOK DOCTORS FASHION PSYCOLOGIST SPA DRIVER DESIGNER RETAIL STORE PUBLIC PRIVATE MOBILE APPLICATIONS AFTER SALES SERVICES HEALING CUSTOMER SERVICE IDENTITY STAKE VISIONMARKET IMAGE GIALS LOYALTY POLICIES COMMUNICATION REPUTATION B2B B2C VC PROFITS MODELS SPACE INNOVATION IDEAS STRATEGY RESOURCES PARTNERSHIP FINANCES STAKEHOLDERS HABITS CHEF COOKING AGRICULTURE ORGANIC CONSUMPTION INGREDIENTS SUPERMARKET BARS CAFE DELIVERY WASTRESTAURANT DISTRIBUTION CULTURE TRANSPORTATION CLOUD EGO MEAL TABLE DISTANCE CULTURE CLOSET ROOMHATE FOOD SCHOOLPETS INSECURE SLEEP BETRAYAL FRIENDSHIP FAMILY EMOTIONS RELATIONSHIPS NEEDS WATERSOLAR AIR TREES EARTH PLANTS PARKS SUNSHINE THOUGHTS RELIGION HABITS EDUCATION LAUGUAGE BELIEFS HISTORY GEOGRAPHY NIGHT AGEWORKSPIRITUAL DAY MANAGEMENT FRIENDSHIPSSOCIAL MEMORIES PLAY BUSINESS CHANGES ETERNAL ADOPTION INNOVATION FUTURE EMAILS DIGITAL IDEAS WIFI DIFFUSION EPHEMERAL ROBOTS QUICK CLOUD GROUTH EXPERIENCE LEARNING TEACHERS SKILLS OPINIONS KNOWLEDGE SCHOOLS DEATH TRAINING ANIMALS TAKE CARE ORGNAZATION THERAPY CREATIVE LAME INSPIRATION IMAGINATION Sharing Figure 2.2 Mind maps- Sharing 720 | Spring 2016 | Process Book 13
  • 14. sharing + saving = ? In order to identify opportunities, one aspect from each of the mind maps was taken and combined to create a possible idea for a social network. For example: Languages was picked from the Saving and B2B from Sharing, by combining these two, the idea of an International business language was generated. Four of these ideas were shortlisted by the design team and developed into concepts for social networks in the following pages. Figures 2.3 Saving + Sharing - Social network ideas generation Languages Food Identity Sleep Success Stories International Business Language Loyalty Points on Sharing Food Showing presence in Public Spaces Public biking and storing energy Social Network for couples B2B Loyalty Public Spaces Energy Relationships 720 | Spring 2016 | Process Book 14
  • 15. A social network that encourages the habit of saving and collaborative consumption of resources, services, goods and skills.This network connects socially and environmentally conscious users with each other and people outside the network by engaging in daily activities that enable effective resource sharing. Concept 1: Saving everyday 5W & 1H Why? What? Where? When? Who? how? Habit building app that let’s you treat sharing as a habitual experience - New daily task everyday to keep you glued and interested - Earn rewards for each task completed - Location based to let you ”share” effectively Everywhere Everyday Socially consciously millenials Environmentalists Social Media Addicts People who love to share Sleep = Public biking and storing energyEnergy 720 | Spring 2016 | Process Book 15
  • 16. Motivation Liquid Sidecar RelayRides TaskRabbit Fon Habitica SkillShare Tangible Resource Ownership Intangible Resource Ownership Need Figure 2.4. Competitors Analysis. Figure 2.5. SWOT Analysis. Concept validation W T S O - Less resource consumption - Reduced assets ownership - Sustainable community building - No infrastructure investments - Shifting liability on users - Relies on quality of services shared - Relies heavily on user mem- bership - Relies on locally available user base -Privacy and Public safety is- sues - “Digital trust” - Misuse and overuse of shared services - Data privacy - Core value can be incorpo- rated in existing apps - Creating an economy based on sharing - Redefining asset ownership - Redefining public services - Bringing people and neighbor- hoods together - Creating sharable infrastructure + - Opportunity Space 720 | Spring 2016 | Process Book 16
  • 17. Team Building Activity In order to get a sense of how the city of Savannah treats its resources, we went to Forsyth Park for the Earth Day celebration. We shared our idea with a few people at the event, worked in the park all evening and soaked some sunshine. Figure 2.6 Team building activity 720 | Spring 2016 | Process Book 17
  • 18. A social network that connects people for work, advice and defines a new paradigm of professional connectivity. We saw the opportunity for an open network that creates a new paradigm of professional connectivity for everyone. Concept 2: touchpoints 5W & 1H Why? What? Where? When? Who? how? Taking the term ‘co-working’ seriously and helping people connect with others in their surrounding for work and advise. - Enter location, check in and get a list of people in your vicinity. - Connect with them using the app. This opens us a connection status based on senders and receivers acceptance. - Get advise, feedback and get connected to other people. Anytime - Users can switch on /off their availability. Everywhere Freelancers/ Students Industry Specialists Talent Acquisition Identity = Showing presence in Public SpacesPublic Spaces 720 | Spring 2016 | Process Book 18
  • 19. W T S O Figure 2.7 Competitors Analysis. Figure 2.8 SWOT Analysis. - New Connections - Seek advice from specialists - In-person meetings - Co-working with local workers & talents - No application process - Long waits for turns - Unaware Surroundings for meetings - Quick meetings can be very beneficial - Seeking local talent and make the best use - User Ratings can determine quality - Sustainable freelance busi- ness opportunities - Unreliable people - Communication through oth- er channels can be more effective sometimes - Personal network related adv. - Unwanted requests for meet- ing/collaboration Concept validation One to One Tinder Foursquare Google Places Fandago Scvngr Loopt Groupon Yelp Opportunity Space Opportunity Space Network Size Many to Many Opportunity Space + - Opportunity Space 720 | Spring 2016 | Process Book 19
  • 20. A social network that connects business people through a visual language for global communication. It creates a platform for creative sharing through infographics. It eliminates cultural barriers by creating a common medium for people to communicate, hence retaining the power and freedom of expression. Concept 3: not lost in translation 5W & 1H Why? What? Where? When? Who? how? A Visual Language to communicate across International business networks - Creates an individual and business professional profile on this social network - Facilitates communication across countries and different language speaking people - Utilizes visual iconography as the medium of translation and communication Everyday- As per professional requirement Globally Entrepreneurs Large Businesses Business Networking Small Businesses Languages = International Business LanguageB2B 720 | Spring 2016 | Process Book 20
  • 21. W T S O Figure 2.9 Competitors Analysis. Figure 2.10 SWOT Analysis. - Promotes a visual conversation language - Eliminates cultural and lan- guage barriers in communication - Retains the power and free- dom of expression - Promotes creativity - Global business currently speak English - It will require time for people to adapt to this new system of communication - It may not be able to handle competitive pressure - Creates an international social network with no barrier of lan- guage - Creates a global business visual language - Cultural Connotations - Not all industries might be comfortable using this tool - Not all business/professional terms could be clearly trans- lated and understood using icons Concept validation Language Translation Iconographic Visual.ly LinkedIn Cofounder Fandago Scvngr Loopt Groupon Yelp Professional Networks + - Opportunity Space 720 | Spring 2016 | Process Book 21
  • 22. A social network platform designed only for couples that facilitates saving and sharing successful relationship stories. This network creates a timeline to monitor a couple’s relationship and helps couples to nourish and maintain their love by sharing a sustaining relationship for the world. Concept 4: Pair 'n' Share 5W & 1H Why? What? Where? When? Who? how? Saving successful stories and sharing relationships- A social network platform designed only for couples - A public social network only for couples - Couple agreement = successful story - Two-way couple sharing Everyday Everywhere Dating Couples Old Couples Married CouplesCommitted Couples Success Stories = Social network only for couplesRelationships 720 | Spring 2016 | Process Book 22
  • 23. W T S O Figure 2.11. Competitors Analysis. Figure 2.12 SWOT Analysis. - An innovative social network only for couples - A new medium can be used to share - Two-way together sharing - Diffusion issue - The way of negotiation may cause misunderstand- ings - Big blue ocean in terms of op- portunity space - Many possibilities to use a new medium to share - Break down the negotiation can be a key driving factor - Users are loyal to certain existing social networks - Less privacy offered Concept validation + - Opportunity Space Network Size Private Public Youtube Instagram Facebook Twitter Couple Between CompleteWithout Lovedays 720 | Spring 2016 | Process Book 23
  • 24. part 3 network users 720 | Spring 2016 | Process Book 24
  • 25. The design team followed the 17-step Zag process offered by Marty Neumeier in his book The Zag. This process helped in establishing Concept 3 - Not lost in translation as an innovative idea for further development. ZAG Figure 3.1 Finding the zag 720 | Spring 2016 | Process Book 25
  • 26. GLYPHALYST (GLYPH + CATALYST) A catalyst for global communication Cultural Differences Visual language clarity Crisis attention Iconographic language A glyph is a hieroglyphic character or pictograph. Symbols and visuals are primitive ways of interaction. Since the origin of mankind, humans have used drawings and icons as a medium of communication. This social network aims to leverage the power of glyphs as a catalyst for effective global communication. It seeks to create a universal language of communication between individuals from different cultural backgrounds. Figures 3.2 Glyphalyst 720 | Spring 2016 | Process Book 26
  • 27. These two methods were utilized to do extensive secondary research in order to determine the current trends in respect to a visual communication network. Key findings: 1. Cultural differences reduce with visual communication 2. English is the current global language of communication for various non-native speakers. This limits the freedom of expression and understanding. 3. Translators have a limitation of conveying the complete content and expression. Language translation cannot be perfected. 4. The ability to communicate with people who do not understand your language is invaluable. Everyone today, especially travellers aspire to have a ‘Globally local’ persona. popular media scan & Key facts Figure 3.3 Popular Media scan insights 720 | Spring 2016 | Process Book 27
  • 28. AIRLINE GROUND STAFF MEMORY COMPETITIONS SIGNAGES/ ENVIRONMENTAL GRAPHICS PROFESSORS/ TEACHERS SERVICE PROVIDERS DOCTORS/ HOSPITALS SPACE COMMUNICATION SOCIAL MEDIA ADDICTS EXPERT PROFESSIONAL MARKETING ADVERTISING DESIGNERS IMMIGRATION ARMY ARTISTS SILENT ZONES MINORS TRAINERS MNC’S AIRLINE STAFF FACTORIES TRAFFIC COPS FEDEX CONSTRUCTION SITES OLYMPICS RELIGIONS GROUPS POLITICIANS FIRST RESPONSE FIREMEN FBISPORTS DRIVERS TEAM BULDING ACTIVITY TRANSLATORS ICE BREAKER UNEDUCATED PEOPLE HOTEL STAFF BUSINESS STUDENTS DISABLED/OLD NON-NATIVE TRAVELERS TOUR GUIDES LANGUAGE SCHOOL KINDER GARDEN GESTURE TECHNOLOGY Figure 3.4 Stakeholders Map Creating a stakeholders map helped the design team to identify and explore the people and things affected by the network. The key stakeholders were identified and taken forward as the user groups for the social network. 720 | Spring 2016 | Process Book 28
  • 29. Figure3.5. Convergence Map Through the secondary research process, the design team was able to identify the 3 pillars of the social network. These 3 pillars – Visual, Communication and People were overlapped to determine network goals. VISUAL COMMUNICATION PEOPLE ICONS DRAWING SIGNS SYMBOLS SIGNS MODELS MOTION STORYBOARD EMOTICONS REGIONAL PICTORIAL COLOR PICTURES FLOW WRITTEN LANGUAGE SYSTEM PERSPECTIVE DIRECTIONS PERSPECTIVE EDUCATION EXPRESSION SPEECH INTERACTION LANGUAGE MEDIUM NETWORKING LEARNING BODY LAUGUAGE LITERATURE EMOTIONS WORDS COMMUNITY CULTURE COUNTRIES FRIENDS ASPIRATIONS NEEDS BELIEVERS INTERESTS GOALS IDENTITY PROFESSIONS RELIGION TRIBE EDUCATION STEREOTYPES HERITAGE MOTIVATION HIERARCHY ETHNICITY RELATIONSHIPS PERCEPTIONS IDENTITIES PATTERNS STORIES DEFINITION DECODING RELIABILITY EXPRESSIONS CONVERSATIONS NETWORKS NON-VERBAL COMMUNICATION MEMORIES ASSOCIATION IDENTIFICATION GLOBALLY LOCAL EXTENDING CONVERSATION 720 | Spring 2016 | Process Book 29
  • 30. Living Safety Loyalty Activity Money Business UNIVERSAL LANUGUAGE To Survive Thinking Visually Building Relashionships Sharing Meeting New People Translation Feelings Emotions Complain Compliments Direction Emergency History Identity Transactions Stories Greetings Needs Communication Alerts Definition Creativity Artistic Imagination Empathy Unity Manners Appreciation Welcoming Friendship Homely Icebreakers Networking Social Safety Reaction Visual Notification Transportation Responsiveness Messages Trust Solitude Fast Response Promptness Picture Memory Abstraction Imagination Gold Fish Memory Building Content Guidance Heritage Cultural Belonging Exploration Social Media Tinder Socialization Sexual Frustration Networking Selflessness Collaboration Globalization Unity Cross Breeding Cross Cultural Education Relief Exploration LocationDiscomfort Felling Good Dissatisified Sarcasm Love/ Fear Confidence Expression Freedom Satisfaction Fulfillment Hope Improvement Feeling Special Humanity Expression Love Empathy Anger Sensitivity Figure3.6. Offerings-Activity-Culture Map The core offering of Glyphalyst is to create a universal language of communication. In order to determine the activities that can be initiated by the network and the resultant culture that it creates an OAC map was developed by the design team. 720 | Spring 2016 | Process Book 30
  • 31. empathy maps Travelers Travellers were identified as prime users for Glyphalyst. Different reasons for travel – work, study, leisure and adventure were identified. Their personas and empathy maps were developed accordingly. Figure 3.7 Empathy Maps 720 | Spring 2016 | Process Book 31
  • 32. SCAD organizes a sidewalk arts festival every year where SCAD students and alumni from different majors draw amazing artworks with chalk on sidewalks in forsyth park. The design team utilized this opportunity to interact with users and test the idea of the network by building a cultural probe. Two cultural probes were designed for testing. cultural probe Figure 3.8 Team activity 720 | Spring 2016 | Process Book 32
  • 33. Sentences using visual icons were created and people were asked to interpret them. In addition to the sentence, data points like Nationality, age, occupation no. of languages known and countries travelled were also collected from 25 people. Key Observations: 1. People get the gist of the sentence, but have varied ways of framing the sentence. 65% people were able to convey the meaning. 2. Non-english speakers enjoyed the process more. Participants from varied age groups got involved and excited. cultural probe 1 I am a SCAD student and I love art. I bicycle from my home to school everyday I like forsyth park for outing with family and friends. Figures 3.9 Cultural Probe 1 720 | Spring 2016 | Process Book 33
  • 34. Figures 3.10 Cultural Probe 1 720 | Spring 2016 | Process Book 34
  • 35. The design team carried a set of printed cards with visual icons. Different groups at the event were given these set of cards and asked to make sentences and communicate with their friends and family. This method was also tested with people waiting in the Leopold’s ice- cream queue in the event. People picked one icon card to convey a message to the person behind them in the queue. Key Observations: 1. Every individual has a unique way of storytelling, some used icons in clusters and other in lines. 2. Participants liked to draw their own icons in order to build their own personal story. 3. Children loved visual storytelling and participated very actively. Limitations: 1. Use of punctations and tenses is unclear in visual communication. 2. Some people were unable to frame a sentence and wrote just the meaning of icons. 3. Association of known icons like ‘facebook like’ leads to confusion. cultural probe 2 Figures 3.11 Cultural Probe 2 720 | Spring 2016 | Process Book 35
  • 36. Figures 3.12 Cultural Probes 2 720 | Spring 2016 | Process Book 36
  • 37. At this point in our journey, we faced a major road block. We realized that the weaknesses and threats of the concept overpowered the strengths and opportunities because of the following reasons: 1. Visual communication can be a powerful mode of communication but it can’t replace the existing way that people comunicate. 2. This way of communication will completely fail in emergency situations 3. Different people can have different interpretations of the same image, and this can lead to confused communication. 4. Icons and images can be a possible tool to communicate but may not develop into a successful social network that connects people globally. Why did glyphalyst not work? Figures 3.13 720 | Spring 2016 | Process Book 37
  • 38. part 4 REFRAME 720 | Spring 2016 | Process Book 38
  • 39. WHAT If.. we reframe The primary user research and cultural probes gave us many clues to reframe the concept for a social network based on visual communication for children. This gave a new direction to the project and Alpha - a social network for children was born. 720 | Spring 2016 | Process Book 39
  • 40. Problem IDENTIFICATION media landscape 1. Absence of online medium of communication for kids. 2. Growing need for child-friendly social networks. 3. Over 20,000 kids aged 13 and under try to cheat the age limit and sneak into Facebook every day. 1. Ipad is the most popular toy of 2016. 2. Kids start using gadgets at the age of 1. 90% of them master it by the age of by 2. 3. Over 20,000 kids aged 13 and under try to cheat the age limit and sneak into Facebook every day. 4. Kids below the age of 2 benefit with 30-60 mins of screen time. 720 | Spring 2016 | Process Book 40
  • 41. for the young starters... Alpha is a visual communication and learning medium for a parent and child. 720 | Spring 2016 | Process Book 41
  • 42. Alpha connects children who are already friends through a visual medium of communication. It connects parents through their children. It also connects parents to child oriented brands and events. It has an age specific content and a unique interface for children and parents. HOW ALPHA WORKS? 720 | Spring 2016 | Process Book 42
  • 43. 720 | Spring 2016 | Process Book 43
  • 44. Children can connect through Alpha and co-create on a common storyboard. They can explore their creativity by using Alpha’s extensive visual library or draw on their own. There are also visual educative games for children that can be unlocked by parents. Kids 720 | Spring 2016 | Process Book 44
  • 45. parents 720 | Spring 2016 | Process Book 45
  • 46. Businesses 720 | Spring 2016 | Process Book 46
  • 47. user groups Children can keep in touch with their existing friends at school, in the neighbourhood or else- where through this visual communication plat- form. They can perform various daily tasks and earn reward points. Child oriented brands can enroll in this network. They can add their own icons in the visual library for children and can share current offers and product details with parents Local event and child classes organizers can also use this network for effective communication directly with the user group Teachers and schools can be a part of Alpha to communicate with students and their parents. Parents are the prime users of this network. They create their child’s and own account on Alpha. They can completely monitor their child’s growth and activities. 720 | Spring 2016 | Process Book 47
  • 48. empathy maps Alice || 4 yrs || Talkative || Friendly || Studies in Playschool Jack & Diana || Alice’s Parents || First time parents || Business family 720 | Spring 2016 | Process Book 48
  • 49. empathy maps Mary Ward || 28 yrs || Curious || Outgoing || Educator Lego || Toy Makers || Associated Business 720 | Spring 2016 | Process Book 49
  • 50. user journey map 1 123 124 + + + + ++ + + + + ! + 4. Now, Alice and Mickey can connect with each other and other friends and do activities together on Alpha. 3. Their parents join Alpha and create their child’s and own profile. 2. Their parents think about connecting through Alpha. 1. Alice and Mickey go to the same school or they live in the same neighbourhood. 720 | Spring 2016 | Process Book 50
  • 51. user journey map 2 COMMON BOARD + Alice and Mickey can use Alpha’s visual library to communicate through a common story board There are no words, just visuals! 720 | Spring 2016 | Process Book 51
  • 52. part 5 business model canvas 720 | Spring 2016 | Process Book 52
  • 53. WHAT'S YOUR VISION Leverage the power of visual communication to foster a meaningful child-parent ecosystem 3 WHAT WAVE ARE YOU RIDING * Increasing use of technology in a child’s educational process. * Social networking and access to technology. * Visual Communication. 4 WHO share the br andscape 5 WHAT DO YOU DO Facilitate education using communication, networking and technology 2 WHAT should YOU add or subtr act Communication with all family members, not just parents. Direct advertising to children. 7 who loves you * Children * Parents and family members * Associated Businesses * Visual Communication and Language tools 8 wha t makes you the only 6 WHO ARE you Visual Communication and learning tool. 1 ZAG The design team followed the 17-step Zag process offered by Marty Neumeier in his book The Zag in order to develop Alpha as an innovative network for the future and to identify what makes Alpha unique. 720 | Spring 2016 | Process Book 53
  • 54. whose the enemy * Gaming application * Existing social networks * Learning Institutions 9 how do you explain yourself Alpha - For the Young Starters. A complementing educational tool. 11 how do you spread the word * Word of mouth (organic reach) * Associated businesses * Social networking advertising 12 how do people engage with you Through a secure social platform for children to enhance visual communication and relationships. 13 wha t do they call you Alpha 10 how do you earn their loyalty 15 how do you extend you success 16 how do you protect your portfolio * Constant innovation and adaptability * Content development 17 wha t do they experience Customer journey maps (SCENARIOS) 14 720 | Spring 2016 | Process Book 54
  • 55. Business model canvas According to Alexander Osterwalder, “A business model describes the rationale of how an organization creates, delivers, and captures value.” The business model canvas helped the design team to create a shared understanding and realize the internal functioning for Alpha. Each aspect of the business canvas model was detailed using the description in the book. 720 | Spring 2016 | Process Book 55
  • 56. Trust Community Co-creation customer relationships Anyone associated with Alpha – whether customers or non-customers, experience trust as one the prime qualities that this brand nurtures. Alpha instills trust - between children, their parents, key partners and business associates. Alpha is a platform for co-creation. Children who are friends on Alpha can co-create using the storyboard, they can also use this with their parents and share the creations with everyone. Team Alpha believes in co-creation within the company as well as with customers, it aims to critically analyze user data and provide support as per specific user needs. 720 | Spring 2016 | Process Book 56
  • 57. Alpha generates revenue through 3 key activities in addition to the basic initiation cost of the product: LEGO Learn local guitar tunes next door. $2.99 + REvenue streams 1. Brand integration: Different child brands can co-create with Alpha and integrate their icons and images on Alpha. These icon groups will be locked and available for use on purchase. 2. Brand advertising and location based services: Child brands and key partners can advertise directly to parents, they can also provide location-based notifications and product offers. 3. Events Promotions: Neighborhood skill classes and other event organizers for children and parents can use Alpha as a medium for advertising and product promotion. 720 | Spring 2016 | Process Book 57
  • 58. part 6 competitors analysis 720 | Spring 2016 | Process Book 58
  • 59. competitors landscape While identifying the key competitors, it was interesting to note that most of the child social networks were not functional- they launch, stay for a while and then disappear. The reason for this failure of social networks for children is that everyone wants to be facebook, but can’t be. Youtube kids: YouTube Kids limits the world of content on the service to curated, family-friendly videos, channels, and educational clips. Edmodo: A way for educators to connect and collaborate with students, parents and each other. 720 | Spring 2016 | Process Book 59
  • 60. Social network for children are primarily for the following functions: 1.Gaming and virtual world 2. Creating favourite character avatars 3. Chatting with friends, photo and video sharing 4. Learning activities Togetherville: For Kids 10 and unders, this network mimics the experience of adult social networking sites, i.e. Facebook but in an age-appropriate and parent-monitored environment. It has recently been taken over by Disney Club Penguin: It is a massively multiplayer online game involving a virtual world containing a range of online games and activities, created by Disney. The game is specifically designed for children aged 6 to 14. A “grom” is surfer slang for a young surfer. Groms have the opportunity to create a profile, make friends, build a virtual world. It contains videos, games, DIY projects and learning activities. Your Sphere: A kid-safe alternative to Facebook and Myspace. This network was created by the mom of a 5 year old. 720 | Spring 2016 | Process Book 60
  • 61. Blue ocean strategy Youtube Kids Edmodo Togetherville Club Penguin Yoursphere Knowledge Content Quality Ease of Use Tech Parental Control Social Factor Customer Segments Design Personalization According to W.Chanin the author of the book blue oceans strategy “brands can succeed by creating blue oceans of uncontested market space.” This blue ocean map helped in grading the existing child social networks in context to the attributes on the x-axis. This positioning helped in identifying the existing unexplored white spaces. 720 | Spring 2016 | Process Book 61
  • 62. SWOT analysis Alpha wants to be a safe communication channel for children and their parents. It has pre-controlled age specific content to foster and encourage visual communication. In its future vision, Alpha aims to play a vital role in the educational setting. Therefore, Edmodo and Youtube kids were identified as the key competitors. 720 | Spring 2016 | Process Book 62
  • 63. Business Model Canvas: edmodo The Business Model Canvas for both these companies were also created by the Design team in order to understand how and where is Alpha unique. 720 | Spring 2016 | Process Book 63
  • 64. Business Model Canvas: youtube kids 720 | Spring 2016 | Process Book 64
  • 65. part 7 Branding and prototyping 720 | Spring 2016 | Process Book 65
  • 66. for the young starters... Red yellow blue Welcoming and passionate, this color encourages community building. The color of sunshine. It’s associated with joy, happiness, intellect, and energy. Alpha aims to tap the high energy that children have in order to encourage co-creation. Alpha is the first letter of the greek alphabets. Alpha means the first, in the case of a social network for children and their parents, Alpha is the first of its kind. Alpha wants to create a very kid and parent friendly visual interface, that aligns with the 3 value Pillars - Trust, Community Building and Co-creation. It uses the following colors in their pastel tones. The color of the sea and sky, it is associated with nature, trust and secu- rity. This color is used for the parents interface to instill a sense of safety for their child. Alpha complies by the COPPA (Children’s online privacy protection) guidelines advised by the United States Federal Law. 720 | Spring 2016 | Process Book 66
  • 67. website 720 | Spring 2016 | Process Book 67
  • 68. prototype for kids A prototype for the user interface for children and parents was created and tested with parents and children in order to understand initial reactions, ease of use. The responses were recorded through observations and asking questions. 720 | Spring 2016 | Process Book 68
  • 69. prototype for kids Share your drawring moment 2 3 Make a story with mom 1Create an icon of fruit 25 Daily Task Cici Jo Ala Sharing Alice & Mickey 50 Summer 12 Cici, Jo & Ala Paul & Momo121 20 720 | Spring 2016 | Process Book 69
  • 70. prototype for parents 720 | Spring 2016 | Process Book 70
  • 71. prototype for parents 720 | Spring 2016 | Process Book 71
  • 72. prototype testing 720 | Spring 2016 | Process Book 72
  • 73. interviews 720 | Spring 2016 | Process Book 73
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  • 82. Irini Kokkinou, Psychology Professor, Savannah College of Art and Design Key insights: 1. Children should be taught how to communicate effectively. It’s not part of the current school curriculum in the United States. 2. Children need to learn how to socialize with other people. They have to learn how to be a friend. 3. Children learn how to interact with the world in a mechanical way. Children mimic grownups. They are constant observers, and create mental images of everything. 4. The product should foster the interaction between parents and their children. 5. It is inherent that children learn something by interacting with this neork. It should not be about satisfying them, but about engaging them and facilitating conversation channels between the parent and child. 6. Children change their friends everyday. After the age of 6 or 7, a child gets a better ability to gauge and understand relationships. Interview with Child Psychologist 720 | Spring 2016 | Process Book 82
  • 83. key insights from interviews And prototype testing For the social network: 1. Parents should have the option of creating an event and sharing with other parents. For example: A park date with the children. 2. There can be an option for having a advisory board consisting of educational, social science experts who parents can contact for their child’s needs. 3. Brand integration can be encouraged by daily competitions for parents. 4. Within the same city, create community for parents, even if they are not friends through their children. These communities can help connect parents to discuss their child’s educational and other needs. 720 | Spring 2016 | Process Book 83
  • 84. key insights from interviews And prototype testing For the interface: 1. Children love music, it will be great if a background music can be added to different activities on the application. 2. Adding games for daily activities can be a good addition. Games like puzzle match up can be used, which can also go really well with the visual communication concept of the network. 3. Whenever a child completes an activity, he should be acknowledged. For example: By using applause sound and adding reward points. 4. Emotions should be added to icons. For example: A happy dog face and a sad dog face. 720 | Spring 2016 | Process Book 84
  • 85. future vision 720 | Spring 2016 | Process Book 85
  • 86. Alpha’s USP is the age specific content. Alpha has been launched with content that is specifically curated for kids 6 and under. 720 | Spring 2016 | Process Book 86
  • 87. 5 year plan: During the research, the design team came across a lot of materials which sug- gested the possible use of such a network based on visual communication for special kids. But owing to the timeline of the project and the sensitivity that it demands we couldn’t explore. 3 year plan: Within the next 3 years, the design team proposes to launch Alpha’s cousins Beta ( ) for kids 6-9 years old and Gamma ( ) for 9-12. By the time Alpha turns 5, it will be Introduced as Phi ( ) and be used as a learn- ing tool in educational institutes. 10 year plan: Over these years, Alpha will gain popularity in different parts of the world. This is when Alpha will complete the full circle and become infinite ( ). It will be the ultimate visual communication network for children and parents across all cul- tures, languages and regions. 720 | Spring 2016 | Process Book 87
  • 88. Learnings from the project Business networks, concepts and models are all about the constant ups and downs in the process of development. It is about the pitfalls and rising up af- ter finding new opportunities. It is about a future vision, that aligns the tasks today. As Team Alpha, 1. We learnt to take tiny steps, fall, feel lost, use the course tools - zag, bmc, find opportunities and rise up again. 2. We realized, if one falls in the process of developing a concept, it does not mean that they need to repeat the whole process from the beginning, one just needs to look at the research from a different perspective. 3. We learnt that developing business concepts is a non-linear process. 4. There are multiple double diamonds and back-n-forth in the process of development. 5. Zagging provides a unique perspective to realize the potential of the concepts. 6. It’s important to define and develop the vision for your concept. 7. It is important to look at what’s next and ask what if? 8. We learnt to convert the negatives into positives on a SWOT analysis map. It is important to have a shared vision and alignment with the team members. As Team Alpha, we thoroughly enjoyed the 720 process and learnt tools and strategies that we will continue to use in the future. 720 | Spring 2016 | Process Book 88
  • 89. appendixTechnology vs Factors: 2x2 matrix 720 | Spring 2016 | Process Book 89
  • 90. appendixTechnology vs Factors: 2x2 matrix 720 | Spring 2016 | Process Book 90
  • 91. appendixCultural Probe Results 720 | Spring 2016 | Process Book 91
  • 92. appendixInterview Results 720 | Spring 2016 | Process Book 92
  • 93. appendixInterview Results 720 | Spring 2016 | Process Book 93
  • 94. appendixPopular Media Scan 720 | Spring 2016 | Process Book 94
  • 95. appendixPopular Media Scan 720 | Spring 2016 | Process Book 95
  • 96. appendixPopular Media Scan 720 | Spring 2016 | Process Book 96
  • 97. appendixPopular Media Scan 720 | Spring 2016 | Process Book 97
  • 98. appendixPopular Media Scan 720 | Spring 2016 | Process Book 98
  • 99. bibliography Books: Kim, W. C., & Mauborgne, R. (2005). Blue ocean strategy: How to create uncontested market space and make the competition irrelevant. Boston, MA: Harvard Business School Press. Neumeier, M. (2007). Zag: The number-one strategy of high-performance brands: A whiteboard overview. Berkeley, CA: AIGA Osterwalder, A., Pigneur, Y., Clark, T., & Smith, A. (n.d.). Business model generation: A handbook for visionaries, game changers, and challengers. Lockwood, T. (2009). Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press. Stone, T. L. (2010). Managing the design process: Implementing design: An essential manual for the working designer. Beverly, MA: Rockport. Web sources: Trello Goes Global! (n.d.). Retrieved June 01, 2016, from https://trello.com/global/?utm_source=newsletter World Tourism Organization UNWTO. (n.d.). Retrieved June 01, 2016, from http://media.unwto.org/press-release/2016-01-18/international-tourist-arriv- als-4-reach-record-12-billion-2015 The Business Risks of Language Barriers. (n.d.). Retrieved June 01, 2016, from http://visual.ly/business-risks-language-barriers Hempel, J. (2014). Words are dead. Here’s what will replace them. Retrieved June 01, 2016, from http://fortune.com/2014/06/04/future-of-the-image/ Home - Foko Inc. (n.d.). Retrieved June 01, 2016, from http://foko.co/ Using Icons and Visuals to Communicate. (n.d.). Retrieved June 01, 2016, from http://oshyn.com/general/icons-and-visual-communciation 720 | Spring 2016 | Process Book 99
  • 100. Visual Grammar: How To Communicate Without Words - Vanseo Design. (2010). Retrieved June 01, 2016, from http://vanseodesign.com/web-design/visual-gram- mar/ Quick access menu. (n.d.). Retrieved June 01, 2016, from http://www.tsbvi.edu/preschool/203-resources/1725-non-verbal-communication-cues-signals-and-symbols Coren, M. J. (2016). A new study confirms it: We really don’t know what we’re saying when we use emoji. Retrieved June 01, 2016, from http://qz.com/659785/a- new-study-confirms-it-we-really-dont-know-what-were-saying-when-we-use-emoji/ Baig, E. C. (2015). Microsoft launches Skype Translator to break down language barriers. Retrieved June 01, 2016, from http://www.usatoday.com/story/tech/col- umnist/baig/2015/10/01/microsoft-launches-skype-translator-break-down-language-barriers/73132578/ Visual Learning Overview. (n.d.). Retrieved June 01, 2016, from http://www.inspiration.com/blog/2010/10/say-it-without-words/ Breaking Down Language Barriers in Emergencies. (n.d.). Retrieved June 01, 2016, from http://blueflagtranslations.com/blog/745-breaking-down-language-barri- ers-in-emergencies Universals in Nonverbal Communication. (2012). Retrieved June 01, 2016, from https://lizprovasi.wordpress.com/2012/04/20/universals-in-nonverbal-communica- tion/ How do culturally different people interpret nonverbal communication? (2010). Retrieved June 01, 2016, from http://people.howstuffworks.com/nonverbal-com- munication.htm Dredge, S. (2014). 10 things you need to know about translation technology. Retrieved June 01, 2016, from https://www.theguardian.com/technology/2014/ju- l/16/10-things-know-about-translation-technolology-apps-smartphone TRANSLATION TECHNOLOGY. (n.d.). Retrieved June 01, 2016, from http://www.lionbridge.com/solution-categories/translation-technology/ Iconographic news headlines - information aesthetics. (n.d.). Retrieved June 01, 2016, from http://infosthetics.com/archives/2007/11/collaborative_iconographic_ news.html Iconography for translations: Best practice for communicating availability of translated content. (n.d.). Retrieved June 01, 2016, from http://flagsarenotlanguages. 720 | Spring 2016 | Process Book 100
  • 101. com/blog/2012/05/iconography-for-translations-best-practice-for-communicating-availability-of-translated-content/ Iconography in the Western World - Art History - Oxford Bibliographies - obo. (n.d.). Retrieved June 01, 2016, from http://www.oxfordbibliographies.com/view/docu- ment/obo-9780199920105/obo-9780199920105-0044.xml Culture Influences Perception | Psych Central News. (2007). Retrieved June 01, 2016, from http://psychcentral.com/news/2007/07/13/culture-influences-percep- tion/1011.html Getting fluent at the language of iconography. (2015). Retrieved June 01, 2016, from https://medium.com/@wenting_zhang/getting-fluent-at-the-language-of-iconog- raphy-3415d03d0a8f#.hsrpvpvlo Learning to understand the language of icons. (n.d.). Retrieved June 01, 2016, from https://www.osv.com/OSVNewsweekly/ByIssue/Article/TabId/735/ArtMID/13636/ ArticleID/5395/Learning-to-understand-the-language-of-icons-.aspx Universal visual language : Naoyuki Ishitsuka Design Portfolio. (n.d.). Retrieved June 01, 2016, from http://nao-i.com/eng/ust.html Urban Screens: The beginning of a universal visual culture | Lester | First Monday. (n.d.). Retrieved June 01, 2016, from http://ojphi.org/ojs/index.php/fm/article/ view/1543/1458 Around Rembrandt. (n.d.). Retrieved June 01, 2016, from http://isotyperevisited.org/2012/08/around-rembrandt.html IBM Design Language | Experience. (n.d.). Retrieved June 01, 2016, from https://www.ibm.com/design/language/framework/experience 720 | Spring 2016 | Process Book 101
  • 102. thank you : TEAM ALPHA