We give a refinement of the well known business model canvas by Osterwalder and Pigneur by splitting the basic blocks into further subblocks to reduce confusion and increase its expressive power. The splitting is used in an online tool which in addition comes with a set of questions to further structure the business modelling process and help doing thought experiments.
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Kwaliteitsmedewerkers zien zich nog wel eens in een lastig dilemma geplaatst. Als geen ander zullen ze uitdragen dat de verantwoordelijkheid voor kwaliteit bij het management en de werkvloer ligt. Maar wanneer het er op aankomt – bijvoorbeeld bij een formele certificering – dan zijn het niet zelden toch de kwaliteitsmensen die zélf in actie komen om het allemaal voor elkaar te krijgen. Ze delen graag in de vreugde, maar érgens voelt het niet goed.
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The capacity to guide the evolution and creation of new products (manufactured goods or services) is crucial for the enterprise's profitability. Hence, enterprises have acquired the capacity to manage the future of their product portfolio. However, companies that offer a combination of manufactured goods and services as an integrated system or a Product-Service System confront challenging conditions to maintain or increase their market share due to the complex relationship between manufacturing and service production systems. The complexity of a PSS makes it challenging to adapt its physical products to new customer requirements, satisfy new standards, or develop/adopt new technologies because any modification in one part of the system will undoubtedly affect the other. Therefore, it is necessary to propose an approach for managing the development process of a PSS from a broad perspective. The approach presented in this article combines the advantages of the Business Model Canvas to define the crucial functions of a business model with the service blueprinting capacity to represent service processes. The proposal describes a five stages methodology: Conceptualization, Business Model Design, Product-Service System (PSS) Scenarios, Blueprint design, and Validation. The methodology helps the analysis of a PSS from three perspectives: product, use, and result, which are the typical PSS scenarios. A case study applied to a company that distributes purified water is helpful to illustrate the methodology. Finally, the methodology includes some aspects that favor implementing creative and dynamic business models, emphasizing the constant changes in the evolution of products and services.
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Abstract. In recent years circular economy has become more important for the development of many places including cities. Traditionally, urban development policies have mainly been aiming to improve the socio-economic wellbeing of neighbourhoods. However, technical and ecologic aspects have their effects too and need to go hand in hand. This paper is based on an urban area experiment in the Dutch city of Utrecht. In order to assess urban area developments, typically rather straight-forward quantitative indicators have been used. However, it has proved more complicated to assess multifaceted developments of the area studied in this paper. With the City Model Canvas a multi-layered model is being used to better assess the impact of the urban development being studied. Key findings include that the project studied resulted in more space for companies from the creative industry and the settlement of local ‘circular’ entrepreneurs and start-ups, although it remains unclear to what extent these benefit from each other’s presence. The increase in business activity resulted in more jobs, but it is again unclear whether this led to more social inclusion. From an environmental point of view the project activities resulted in less raw materials being used, although activities and public events bring nuisance to the surrounding neighbourhoods.
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Het business model canvas is het afgelopen decennium populair geworden voor de ontwikkeling van organisaties en om ondernemerschap te faciliteren. Het model is ook in het hoger onderwijs populair als methode om te leren ondernemen. De populariteit neemt niet weg dat er vragen zijn over de effectiviteit van business modelling en de wijze waarop de aanpak het beste ingezet kan worden. In dit artikel brengen we deze ontwikkelingen samen door te laten zien hoe business modelling op vier verschillende manieren gebruikt kan worden voor het faciliteren van lerend ondernemerschap en het creëren van een lerende onderneming.
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Our society faces many challenges, necessitating collaborative efforts among multiple stakeholders. Our students learn this in living labs. This paper explores preliminary research on introducing co-design to novices. We introduce a case study exploring how design educators can support students in developing co-design competencies. Central to this study is our Co-Design Canvas, introduced as a pivotal tool for fostering open dialogue among diverse stakeholders. This stimulates collaboration through effective teamwork and empathic formation. The research questions aim to discover effective methods for introducing the Co-Design Canvas to living lab students, and to identify the necessary prior knowledge and expertise for both novices and educators to effectively engage with and teach the Co-Design Canvas. The paper advocates for a pedagogical shift to effectively engage students in multi-stakeholder challenges. Through a series of workshops, the Co-Design Canvas was introduced to novices. We found that this required a significant cognitive stretch for staff and students. The paper concludes by presenting a, for now, final workshop format consisting of assignments that supports introducing the Canvas and thereby co design to societal impact design novices. This program better prepares students and coaches for multi stakeholder challenges within living labs.
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This study furthers game-based learning for circular business model innovation (CBMI), the complex, dynamic process of designing business models according to the circular economy principles. The study explores how game-play in an educational setting affects learning progress on the level of business model elements and from the perspective of six learning categories. We experimented with two student groups using our game education package Re-Organise. All students first studied a reader and a game role description and then filled out a circular business model canvas and a learning reflection. The first group, i.e., the game group, updated the canvas and the reflection in an interactive tutorial after gameplay. The control group submitted their updated canvas and reflection directly after the interactive tutorial without playing the game. The results were analyzed using text-mining and qualitative methods such as word co-occurrence and sentiment polarity. The game group created richer business models (using more waste processing technologies) and reflections with stronger sentiments toward the learning experience. Our detailed study results (i.e., per business model element and learning category) enhance understanding of game-based learning for circular business model innovation while providing directions for improving serious games and accompanying educational packages.
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The context of a societal challenge provides insight into the complexity of the (eco-)system surrounding the current problematic situation: the environment, the stakeholders (including nature), the highlights and frustrations, the conflicts and dilemmas, and the opportunities for change. Why is this co-design session arranged? What problematic situation is encountered? Who (individual or group) took the initiative to act? Is there a specific reason to collaboratively start taking up this societal challenge? Does everyone in this session recognise the problematic situation? Why or why not?
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Sinds september 2015 is de ‘business rule management wereld’ / ‘decision management wereld’ weer een standaard rijker: The Decision Model and Notation (DMN). De Object Management Group (OMG) heeft deze nieuwe standaard uitgebracht met als doel een standaardtaal te creëren om 1) requirements voor beslissingen en 2) de beslissingen zelf te modelleren. De adoptie van DMN heeft een wat lange aanloop gehad, maar begint nu serieuze vormen aan te nemen. Om deze reden brengen wij een vierdelige serie over DMN en het gebruik van DMN uit. In dit deel (deel 3) wordt er verder gegaan met stap 4. Wat zijn de benodigde feittype om de beslissing te nemen?
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This paper introduces a creative approach aimed at empowering desk-bound occupational groups to address the issue of physical inactivity at workplaces. The approach involves a gamified toolkit called Workplace Vitality Mapping (WVM) (see Figure 1) designed to encourage self-reflection in sedentary contexts and foster the envision of physical vitality scenarios. This hybrid toolkit comprises two main components: A Card Game (on-site) for context reflection and a Co-design Canvas (Online) for co-designing vitality solutions. Through the card games, participants reflect on key sedentary contexts, contemplating their preferable physical vitality scenarios with relevant requirements. The co-design canvas facilitates the collaborative construction and discussion of vitality scenarios’ development. The perceptions and interactions of the proposed toolkit from the target group were studied and observed through a hybrid workshop, which demonstrated promising results in terms of promoting participants’ engagement experience in contextual reflections and deepening their systemic understanding to tackle the physical inactivity issue. As physical inactivity becomes an increasingly pressing concern, this approach offers a promising participatory way for gaining empathetic insights toward community-level solutions.
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