4. Research
• Who are the fans?
– 67% male
– 60% 25-54 years old
– 72% no kids, or kids have left home
5. Research
• What do they want from Guinness?
– Find their refreshment
– Smartphone penetration high & climbing
6. Insight
• In larger cities, hard to find a place that serves
Guinness when the fan wants it
• Important distinction that this is for out-of-
home consumption, not retail
7. Idea!
• Help fans find Guinness when they are out
looking for suggestions
11. Designing the UX
• Understand value-exchange
– Find Guinness
• Fans Find Guinness
• Guinness sells more & gets higher brand engagement
– Rate pubs & comments
• Fans find better pubs
• Guinness gets higher brand engagement
– Rate pour quality
• Fans get emotional benefit of supporting their favorite beer
brand
• Guinness gets data for sales team to react to
12. Deeper Dive – Find Guinness
• Where do we find Guinness?
• Marketing doesn’t have that data, who does?
• Diageo distributer data warehouse
– Different IT group
– Not separated by brand
– Need access, but can’t touch
13. Deeper Dive – Find Guinness
• Create relationship with data curator
• Understand core data processes
• Create plan to extract & clean relevant data
– Identify quick-wins that need a small effort to
have a large impact
– Create data management tool
– Identify long-term value-add to strengthen
relationship
21. Recap
• Understand the business problem
• Define the required inputs / moving parts /
outputs
• Identify possible solutions
• Validate approach with client
• Define project scope and timeline
• Execute
• Repeat
23. Future
• Increase value of investment
– Extend platform to other brands
• Any extensibility possibility needs to be part of original
vision for project
24. Future
• Increase quality of value exchange
– Integrate 3rd party data for increased value as
single point of expertise
25. Future
• Increase impact of unique data sets
– License access to data unique to brand
– Enable secondary marketplace around brand data