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Green Group Harvard Summer School CrossBorder Innovation Prof. Iris Berdrow 7/25/2013 Team Members Angeli, Stefano Dall’Osso, Claudia Melhorn, Carine Winkler, JeanLuc Wu, Elizabeth 2013 Innovation Report

Group 3 innovation report

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Page 1: Group 3   innovation report

 

                                                                                           

Green  Group  Harvard  Summer  School  Cross-­‐Border  Innovation  

Prof.  Iris  Berdrow  7/25/2013  

 

Team  Members  Angeli,  Stefano  Dall’Osso,  Claudia  Melhorn,  Carine  Winkler,  Jean-­‐Luc  Wu,  Elizabeth  

 

2013    

Innova

tion  Report  

 

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Table  of  Contents  Executive  Summary  ................................................................................................................................................................  3  Creating  the  Organization  ....................................................................................................................................................  4  Name  .....................................................................................................................................................................  4  Competition  ........................................................................................................................................................  4  Innovation  Plan  Name  ....................................................................................................................................  5  Logo  Creation  .....................................................................................................................................................  5  Mission  Creation  ...............................................................................................................................................  5  Organizational  Chart  and  Responsibilities  .............................................................................................  6  

Strategic  Analysis  ....................................................................................................................................................................  7  Stakeholder  Analysis  ......................................................................................................................................  7  Strategic  Objectives  .........................................................................................................................................  7  Performance  Indicators  .................................................................................................................................  8  

Ideation  and  Development  ..................................................................................................................................................  9  Ideation  Process  Design  .................................................................................................................................  9  Development  Process  Design  .......................................................................................................................  9  Ideation  ............................................................................................................................................................  10  Development  ..................................................................................................................................................  11  

Commercialization  ..............................................................................................................................................................  12  Prototype  Building  and  Testing  ...............................................................................................................  12  Results  Creation  ............................................................................................................................................  13  Commercialization  .......................................................................................................................................  13  

 Appendix  

Creating  the  Organization  –  additional  Information  ...................................................................................................  I  Ideation  and  Development  –  additional  Information  .................................................................................................  II  Problem  Identification  ..................................................................................................................................  II  Flow  Chart  of  Ideation  and  Development  Process  ..............................................................................  III  Survey  Results  .................................................................................................................................................  IV  Project  Management  .......................................................................................................................................  V  

Sources  .....................................................................................................................................................................................  VI  Literature  ..........................................................................................................................................................  VI  Websites  ............................................................................................................................................................  VI  

     

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Executive  Summary  Mobius  Toy,  Inc.  is  a  Cambridge,  MA  based  designer,  developer,  and  producer  of  eco-­‐friendly  toys.  Mobius  Toy,  Inc.  aims  to  foster  interactive  learning  for  children  using  innovating  concepts  and  sustainable  technology.      As   a   recent   start-­‐up   company   founded  by   entrepreneurs   Stefano  Angeli,   Claudia  Dall’Osso,   Carine  Melhorn,    Jean-­‐Luc  Winkler  and  Elizabeth  Wu,  Mobius  Toy,  Inc.  strives  to  differentiate  itself  from  current  competitors  in  the  industry  by  providing  customized  products  that  anticipate  and  respond  to  needs  of  parents  and  children  in  a  specific  market  niche.    Mobius  Toy,   Inc.  strives  to  promote  creative  thinking,  design  thinking  as  well  as  cultural  diversity,  believing  that   these   aspects   translate   to   end   products   that   highly   satisfy   customers,   brings   return   on   investment   to  shareholders,  and  attracts  the  best  talents  to  remain  in  and  become  a  part  of  the  Mobius  Toy,  Inc.  brand.    In   the   following   report,  Mobius  Toy,   Inc.   is   pleased   to  present   their  most   recent   innovative  project,   “Green  Challenge.”   The   “Green   Challenge”   is   a   game   that   lets   you   share   the   most   fun   and   eco-­‐friendly   challenge  activities  amongst  your  classmates,  or  play  it  at  home  with  your  family.  Players  learn  actionable  tips  on  how  to  protect   the   environment   by   completing   a   sustainability   plan.     The   player   or   team   that   completes   the  sustainability  plan  in  the  shortest  time  frame  wins  the  game!    By   closely   following   the   innovation   funnel  concept1,  the  report  will  provide  an  overview  on   how   Mobius   Toy,   Inc.   product   life   cycle  evolved   from   idea   generation   to  commercialization,  key  actions  and  stage  gate  process   undertaken   to   manage   goals   and  objectives,  and  how  innovative  concepts  were  applied   throughout   this   journey.   This   report  addresses   why   Mobius   Toy,   Inc.   chose   to  invest   in   this  project,  how  its  plans  and  goals  are   being   realized,   and   what   the   company  learned  from  it.        About  Mobius  Toy,  Inc.      Our  business  model:  Make  profit  by  selling  toys  to  primarily  educational  industries,  expand  to  family  unit  Our   Leadership   model:   Decentralized.   Directors   are   provided   with   wide   autonomy   to   nurture   creative  thinking.  Our   promise   to   our   employees:   Encourage   creative   thinking  by   implementing   a  no   judgment   zone  on  all  new  ideas.  Our  promise  to  our  customer:  Quality  products  with  a  focus  on  fostering  educational  values  in  a  fun  way        

                                                                                                                                       1  O’Sullivan  &  Dooley,  2009,  p.  69.  

Actions  

Teams  

Goals  

Results  

Communities  

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Creating  the  Organization  The   Organization   Mobius   Toy,   Inc.   was   created   by   choosing   a   name,   logo,   mission   statement,   and  organizational  chart  while  considering  the  competitive  environment.  

Name  A  mobius  strip  is  a  loop,  often  made  with  paper,  twisted  in  a  particular  way  that  gives  it  an  infinite  surface.2  This  name  and  the  nature  of   the   loop   imply   infinite  possibilities,  never-­‐ending   ideas,  and  limitless   creativity.     Because   it   is   often   made   out   of   paper,   this   name   also   incorporates   our  company’s  theme  of  sustainability.      

Competition  The   following   table   will   show   three   selected   competitors   for   the   benchmarking   process   to   help   us   find   a  market  niche   that   is  worth  exploiting.     In  addition,  a  detailed  study  of   the  market’s  key  players  will  help  us  understand   the  market   and   thus   results   in   a  better  positioning  process  of   the   company.    By   evaluating  our  competitors’  previous  behavior,  we  will  not  only  be  able   to   learn   from  their  best  practices  but  also   forecast  their   future  behavior,  which  will  be  a  key  driver   for   innovation.    Depending  on  our  competitors’  strategy,   it  will   be   necessary   to   focus   on   both   radical   and   incremental   innovations   to   maintain   and   even   expand   our  market  share.3    Name Website Mission  statement

One  Earth  Games  LTD  

 

http://www.gogreenboardgame.co.uk/Go_Green/The_Game.html  

Family  board  game  that  is  packed  full  of  fun,  humor,  and  excitement.    

LeapFrog http://www.leapfrog.com/en/index.html

LeapFrog   is   a   leading   designer,   developer   and   marketer of   innovative,  technology-­‐based   educational   products   and   related   proprietary   content.  LeapFrog   is   100%   focused   on   developing   products   that   will   provide   the   most  engaging,  effective  learning  experience  –  for all  ages,  in  school  or  home,  around  the  world.  We  put   learning   first   –   a philosophy   that  distinguishes  us   from  our  competitors  and  fuels  the  entire  company.

Seedling http://www.seedling.co.nz/Default.aspx

Our  aim  is  to  create  inspirational  products  that  creates  an  opportunity  for  ideas  and  curiosity  to  grow  

   

                                                                                                                                       2  http://en.wikipedia.org/wiki/M%C3%B6bius_strip  3  O’Sullivan  &  Dooley,  2009,  pp.  12,  23-­‐24,  82-­‐83  and  85.  

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Innovation  Plan  Name  In   order   to   cover   the  most   important   aspects   as  well   as   ensure   a   clear   communication   and   understanding  among  all  stakeholders,  the  innovation  plan  will  be  named  the  following:                  

Logo  Creation  The  logo  of  Mobius  Toy,  Inc.  is  a  circle  of  folded  paper,  which  reflects  both  the  name  of  the  company  and  the  meaning  behind  it.4  It  features  a  recognizable  shape  and  is  designed  to  work  in  color  as  well  as  in  gray  scale  and  black/white  in  multiple  scales.5  In  fact,  it  looks  like  two  tangled  Mobius  strips.  

A   font   of   the   company’s   name  was   also   created,  which   incorporates   our   logo   and  will   be  displayed  on  our  packaging,  storefronts,  and  business  correspondence  (like  letterheads,  presentations,  etc.).  This  will  ensure  a  consistent,  recognizable  branding  of  the  company.  

Mission  Creation  Our   mission   statement   focuses  on   conveying   our   company’s  core   business   purpose   to   our  main  target  group  by  stating  the  technology  and  philosophy  used  to  add  value  to  our  customers.6    Creativity   methods   such   as  brainstorming   of   values   to   be  included   and   in-­‐depth  discussions   both   online   and  during   in-­‐person   meetings  finally  ensured  a  commitment  of  all   team   members   to   the  statement  above.7    

                                                                                                                                       4  Business  Branding  Strategy.  5 The  logo  development  process  is  displayed  in  detail  in  the  appendix. 6  Entrepreneur,  2003  and  O’Sullivan  &  Dooley,  2009,  p.  89.  7  O’Sullivan  &  Dooley,  2009,  pp.  53  and  77.  

company’s  name  

time  horizon  

plan’s  purpose  

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Organizational  Chart  and  Responsibilities  The  organization  consists  of  the  following  directors:  

 The   CEO   represents   the   overall  company   and   makes   final   legal  decisions.   All   directors   are  responsible   for   their   departments.  They   supervise   the   outsourced  activities   and  detect  new  possibilities  that   improve   our   processes   in   order  to  add  value  to  our  products  and  thus  to   our   customers.   To   encourage  innovation   through   creative  collaboration,   we   arranged   the  departments  around  a  creativity  think  tank   called   the   “playground.”   This   is  the   place   where   new   ideas   are  presented,   discussed,   and   evaluated.  In   order   to   realize   these   ideas,  employees   and   external   consultants  are   brought   together,   guided   by   the  creativity   manager   and   playground  gatekeeper,   to   enable   cross-­‐departmental  teamwork.    

   

   

John  Doe  • CEO  

Claudia  Dall'Osso  • Creativity  Manager  and  Playground  Gatekeeper  

Carine  Melhorn  • Finance  and  Legal  Operations  Director  

Elizabeth  Wu  • Operations  and  QC  Director  

Jean-­‐Luc  Winkler  • Marketing  Director  

Stefano  Angeli  • Prototype  Ideation  Director  

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Strategic  Analysis  The   strategic   management   process   is   defined   by   three   interrelated   elements:   strategic   analysis,   strategic  choice,   and   strategic   implementation.8  To   fulfill   all   stakeholder   needs   and   consequently   run   a   successful  business,   an   analysis   of   the   stakeholders   has   to   be   conducted.   As   the   next   step,   our   overall   goals  must   be  defined   in   a   more   detailed   way   in   order   to   accomplish   them.   A   successful   evaluation   of   the   company’s  performance  is  only  possible  due  to  the  exact  measurements  expressed  in  our  performance  indicators  below.9  

Stakeholder  Analysis  The  stakeholders  of  Mobius  Toy,  Inc.  are  diverse  and  represent  a  variety  of  different  requirements,  displayed  in  the  table  below,  that  they  expect  the  company  to  achieve  and  deliver10.  Group   Title   Responsible  Name  of  the  stakeholders  

Title  of  the  requirement   Individual  responsible  for  reporting  the  requirement  

Customers   Parents:   impart  knowledge  and  eco-­‐friendly  values   to  children  

Claudia  Dall'Osso  

Customers   Children:   provide   a   fun   way   to   interact   with   friends  while  learning  

Claudia  Dall'Osso,  Stefano  Angeli  

Suppliers   Maintain  reliable  long-­‐term  relationships   Elizabeth  Wu  Suppliers   Maintain  high  satisfaction  with  above-­‐market  payment  

terms  Elizabeth  Wu  

Shareholders   return   on   profit   /   return   on   sales   /   return   on  investment  

Carine  Melhorn  

Shareholders   Establish  a  positive  corporate  image   Jean-­‐Luc  Winkler  Employees   Develop   a   wide   range   of   skills   for   all   employees   and  

promote  employee  diversity  All  directors,  CEO  

Employees   Reward  idea  creator   All  directors,  CEO  Community   Encourage  local  employment   All  directors,  CEO  Community   Partner   with   a   local   environmental   organization   and  

donate  part  of  profits  to  the  organization  Jean-­‐Luc  Winkler  

Competitors   Maintain   competitive   market   shares   in   our   core  competencies  

Carine  Melhorn,  Jean-­‐Luc  Winkler  

Competitors   Engage  in  fair  play  and  transparent  practices   CEO  

Strategic  Objectives  Setting  up  objectives  will  help  to  keep  track  of  the  achievement  of  the  overall  company’s  vision  and  mission  statement  over  a  planning  period.11  Group   Title   Responsible  Label   of   the  strategic  thrust  

Title  of  the  objective   Individual   responsible   for  reporting  the  objective  

Workforce   Ensure  employees/consultants  satisfaction   All  directors  Workforce   Periodically  assess  that  all  directors  have  adequate  resources  to  

meet  target  objectives  CEO  

                                                                                                                                       8  O’Sullivan  &  Dooley,  2009,  p.  76.  9  O’Sullivan  &  Dooley,  2009,  p.  78.  10  O’Sullivan  &  Dooley,  2009,  p.  77.  11  Ibid.  

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Workforce   Ensure   that   internal   creative   ideas   and   suggestions   are  incorporated  in  a  timely  manner  

All  directors  

Finance   Ensure   a   fair   and   transparent   bid-­‐process   for   suppliers   to  review  status  of  submitted  service  proposals  

Carine  Melhorn  

Finance   Increase  profitability  of  company   Carine  Melhorn  Finance   Build  a  positive  company  image   Jean-­‐Luc  Winkler  Quality   Select   vendors   who   adhere   to   a   minimum   of   2   forest  

certifications   [FSC   (Forest   Stewardship   Council),   SFI  (Sustainable   Forestry   Initiative),   PEFC   (Programme   for   the  Endorsement   of   Forest   Certification),   or   ATF   (American   Tree  Farm)]  

Jean-­‐Luc  Winkler  

Quality   Ensure   customer   satisfaction   by   producing   high-­‐quality   toys  made  with  safe  and  natural  products  

Elizabeth  Wu,  Stefano  Angeli  

Performance  Indicators  The  following  selection  of  performance  indicators  have  been  chosen  to  ensure  the  executive  management  of  Mobius  Toy,   Inc.   Furthermore,   they  will   help   to   fulfill   the  mission   as   the   overall   goal   of   the   corporation  by  making  the  company’s  goal  tangible.12  

Title   Unit   Target   Responsible  Title  of  the  indicator  

Unit  of  measurement   Target  value  of  the  measurement   Individual  responsible  for  reporting  the  indicator  

Employee  satisfaction  

Combination   of   employee  retention   rate   and  absenteeism  rate  

Employee   retention   rate   of   85%,  absenteeism  rate  of  under  2%  

Claudia  Dall’Osso,  all  directors  

Customer  satisfaction  

Negative   customer   feedback  and/or  product  returns.  

Less   than   5%  of   customers   leaving  negative  feedback  and/or  returning  products  

Jean-­‐Luc  Winkler,  Elizabeth  Wu  

Profitability   Return  on  Investment   35%  ROI  after  3  years  of  operation   Carine  Melhorn  

Corporate  image  

Positive   media   monitoring  rate  

Achieve  a  minimum  of  90%  positive  company   mentions   in   the   media  (online  media   and   industry   related  print  media),   no  negative   company  mentions  

Jean-­‐Luc  Winkler  

We  chose  a  variety  of  both   financial  and  non-­‐financial  macro   indicators   to  encourage  sustainable   long-­‐term  thinking  as  well  as  a  connection  to  all  our  strategic  objectives.  Furthermore,  over  a  period  of  time  a  trend  can  be  illustrated  (e.g.  by  using  a  performance  chart13)  to  monitor  the  company’s  development  and  track  demand  for  improvement.14      

                                                                                                                                       12  O’Sullivan  &  Dooley,  2009,  pp.  78,  and114.  13  O’Sullivan  &  Dooley,  2009,  p.  119.  14  O’Sullivan  &  Dooley,  2009,  pp.  115-­‐116.  

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Ideation  and  Development  During   the   ideation   and   development   processes,   Mobius   Toy,   Inc.   will   follow   the   Action   Pathway:   using  creativity   methods,   generating   ideas.   Based   on   our   research   and   market   knowledge,   opportunities   are  recognized  and  developed   into  projects   that  strictly   follow  our  company’s  objectives  within  our  playground  meetings.  After   conducting   several   evaluation   rounds,  we  will   be   able   to   realize  our  projects’   potential   and  gain  valuable  knowledge  through  learning  processes.15  

Ideation  Process  Design  The  next  product  of  Mobius  Toy,  Inc.  aims  to  solve  existing  problems  for  parents  and  children.  The  following  process  describes  how  using  common  creativity  tools16  will  identify  existing  problems:      

Development  Process  Design  Directors  will   develop   prototype   ideas   to   address   the   chosen   problem   and   vote   on   the   prototype   ideas   in  playground  meetings.    Votes  will   assign  a  value  of  1   to  5   for  each  of   the   following  objectives,  with  1  as   the  worst  rank  and  5  as  the  best.    The  idea  with  the  highest  score  will  be  chosen.  Objectives   Questions  for  consideration  

1.  Level  of  innovation   How   different   is   the   product   compared   to   existing   products   in   the  marketplace?  

2.  Target  market   What  is  the  size  of  the  target  market  for  a  given  prototype?  

3.  Estimated  cost   What  is  the  estimated  cost  of  production  and  marketing?  

4.   Educational   value   and  level  of  parent  interest  

What  does  this  toy  teach  children?    Will  parents  be  interested  in  buying  it?  

                                                                                                                                       15  O’Sullivan  &  Dooley,  2009,  p.  132.  16  O’Sullivan  &  Dooley,  2009,  pp.  146-­‐147.  

Approach   Steps  

• Image  visualization  technique:  Show  random  pictures  in  playground  meeting  and  draw  connections  to  potential  problems  (ex.  Picture  of  a  car  can  connect  to  road  safety  for  children)  • Director/employee  suggestions  from  personal  experiences  • Fieldwork:  Observe  children  in  classrooms,  playgrounds,  and  parks  • Identify  key  causes  of  the  problems  

Brainstorming  

• Deoine  focus  group  and  oind  members  (ex.  Parents,  teachers,  children,  child  psychologists)  • Conduct  focus  group  with  a  facilitator  for  discussion  on  problems/struggles  for  parents  and  children  • Share  and  consolidate  oindings  among  directors  

Focus  group  and/or  expert  interviews  

• Organize  and  cluster  ideas  to  provide  more  structure  • Present  how  ideas  connect  or  differ  in  a  visual  manner  Mind-­‐mapping  

• Observe  buying  behavior  in  toy  stores  or  sections  • Identify  currently  existing  problem-­‐solving  products  Market  research  

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5.   Level   of   fun   and  interaction  

How   entertaining   is   the   toy?     Does   it   require   interaction   with   another  person?  

6.  Eco-­‐friendliness   Can   the   toy   be  made   of   eco-­‐friendly   and   sustainably   harvested  materials?    How  big  is  the  estimated  carbon  footprint  of  its  production?  

 

Ideation  The   following   ideas   for   prototypes  were   selected   to  match  with   the   objectives   in   the   next   step.   The   ideas  where  sourced  both  internally  and  externally  of  the  companies  environment.  “New  Knowledge”  was  created  by  our  company’s   internal  employees.   “Innovation  Factories”   like  our  playground  meetings  were  conducted  and  “Customer  Ideas”  were  taken  into  consideration.17  Idea   Description   Champion  

1.  Card  Game   Each   pack   comes   with   8   collectible   cards   containing   a  picture/diagram/icon  related  with  environmental  issues.  It  is  played  by  two  children  who  have  to  guess  the  image  on  the  card  by  making  yes/no  questions.  The  one  who  guesses  first  wins.  

Stefano  

2.   Strategic   Board  Game  

This   board   game   requires   at   least   two   players,   who   will   take   on  different   roles:   environmentalist,   corporate   representative,   and  scientist   (researcher).   Each   player   has   certain   responsibilities   and  abilities   designated   by   the   rules.     The   team   of   players   will   work  together   to   try   to   prevent   rapid   deforestation   that   is   occurring   in  different  parts  of  the  world.    Players  will  draw  cards  allowing  them  to  take  action  or  detailing  good  or  bad  events.    For  example,  cards  could  say   that   trees  are  being  cut  down   in  one  region  (bad  event),  or   that  the   environmentalist   (for   example)   can   travel   to   one   area   to   plant  seeds  (good  event),  etc.    The  players  lose  if  the  deforestation  reaches  a   certain   level   in   each   region,   and   they  win   if   they're   able   to   plant  enough   trees   and   the   forests   recover   to   a   designated   level   for   each  region.  

Elizabeth  

3.   Carbon   Footprint  board  game  

The   goal   of   the   game   is   to   reach   the   final   square.   The   player   who  reaches   it   first  wins.  Players  move   from  space   to  space  by   throwing  dice  and  moving  their  pawn  the  corresponding  number  of  steps.  The  various   spaces   contain   actions   that   can   increase   or   decrease   the  carbon  footprint.  When  a  pawn  lands  on  a  cell  with  a  negative  action,  it  will  be  forced  to  go  back  some  spaces  (depending  on  how  much  the  actions   influence   the   carbon   footprint);   vice   versa   a   positive   action  will  allow  the  player  to  move  its  pawn  forward.  Pawns  and  dice  will  be  assembled  through  the  origami  technique.  

Claudia  

4.  Family  Trivia   The  goal  of  the  game  is  to  test  the  general  level  of  knowledge  of  eco-­‐friendliness.  The  toy  is  shaped  like  the  company  logo  and  represents  infinite  possibilities  of  making  environmentally  friendly  choices.  The  players  will   either   roll   dice   or   spin   an   arrow   that   will   advance   the  user   on   a   board   that   is   color   coded.   There   are   4   colors,   each  representing   an   environmental   area   such   as   Forestation/Water/  Earth/  Energy.    Users  gain  a  color  card  when  they  respond  correctly  to  a  question.  The  user  that  has  all  4  colors  in  the  shortest  time  frame  wins  the  game.  Users  that  do  not  respond  correctly  have  to  give  up  a  

Carine  

                                                                                                                                       17  O’Sullivan  &  Dooley,  2009,  pp.  139-­‐140.  

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color  that  they  have  already  earned.  Other  options  such  as  skipping  a  turn  will  also  be  included  to  continue  motivating  the  game.  The  game  teaches   the   user   to   think   about   the   different   available   choices   in  relation   to   the   environment.   The   target   is   that   players   gain   a   new  understanding   in   a   fun   way   and   begin   to   practice   the   choices   they  have  learned.  

5.  Family  Challenge   The   game   revolves   around   fulfilling   tasks   that   are   environmentally  friendly  in  order  to  earn  points  that  are  accumulated  on  a  scoreboard.  The  family  decides  on  specific  measurable  tasks  and  places  markers  next  to  the  place  where  the  task  has  to  be  fulfilled  (e.g.  saving  water  while   showering).   During   a   week,   the   family   plays   the   game   and  collects   points   so   that   a   winner   can   be   awarded   each   week.   In  addition  we  will  provide  an  online  platform  and/or  mobile  app  that  allows  challenges  across  families.  Furthermore  whole  schools  and/or  classes  can  compete  and  earn  prizes  that  we  will  collect  by  sponsors.  

Jean-­‐Luc  

Development  The  ideas  were  evaluated  by  voting  on  the  ability  to  fulfill  the  objectives.18  Each  Director  voted  by  giving  1  to  5  points,  with  5  being  the  best  score.  The  numbers  represent  the  average  value  of  all  directors’  votes.  Idea  #5  has  the  best  ability  to  meet  the  objectives.  

       

                                                                                                                                       18  O’Sullivan  &  Dooley,  2009,  p.  148.  

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Commercialization  In  this  final  phase,  we  are  going  to  finalize  the  winning  idea  by  building  a  prototype,  which  will  be  tested  by  our  prospective  shareholders.    The  final  toy  “Green  Challenge”  consists  of  the  tangible  product  represented  by  the  scoreboard,  which  will  be  sold  in  stores  and  the  additional  online  platform,  that  will  function  as  an  intangible  added  value  service.  

Prototype  Building  and  Testing  For   the  prototype  building   and   testing,  we  have   chosen   to   encourage  our  prospective   customers   and  other  stakeholders  to  test  out  the  “Green  Challenge”  and  give  us  feedback  on  how  to  maximize  the  game  experience.    We  created  an  early  prototype  consisting  of  a  scoreboard  in  which  children  could  gain  points  by  performing  eco-­‐friendly   tasks,   and   advance   their   pawn   (an   endangered   animal)   on   the   board.    We   also   discussed   the  creation  of  an  online  platform  to  keep  track  of  points  earned  among  families  and/or  school  classes  that  would  rank   each   team  among   all   participants.     This  website   adds   value   to   the  product   by   encouraging   families   to  increase  eco-­‐friendly  behaviors  and  requires  the  product’s  serial  number  to  log  in.    Participation  in  the  online  competition  could   result   in  a  prize   (seed  packages,  movie  passes,   etc.),  which   is   rewarded   to  highly   ranked  groups  by  lottery  drawing.    Mobius  Toy,  Inc.  would  provide  these  rewards.    A  description  of  the  game  and  a  picture  of   the  prototype  were  emailed  to  over  50  people,   including  parents  that  have  at  least  one  child  between  6  and  10  years  old,  10  teachers,  and  other  experts.  A  brief  description  of  the  online  platform  was  also  given.  The   families  were  asked   to   rank   the   toy’s  performance   from  the  adult’s  point  of  view  as  well  as  from  the  children’s  point  of  view.    In  addition  to  these  rankings,  we  asked  for  general  feedback,  concerns,  and  suggestions.19    The  performance   test  was   conducted  by   asking   two   children   aged  6-­‐10   to  play   the   game   (with  prototype  scoreboard   and   challenges)   for   an   afternoon  and  were   subsequently   asked   a   few  questions   regarding   their  experiences.   Each   challenge   was   thoroughly   explained   with   an   emphasis   on   benefits   for   the   overall  environment,  before  the  child  played  the  game.  Children   Responses  

How  fun  was  this  game  for  you?   100%  answered  that  the  game  was  fun  

What  did  you  learn  from  this  game?   100%  answered  that  they  learned  that  it  is  important  to  form  eco-­‐friendly  habits.  "I  learned  that  we  need  to  pick  up  trash,  we  need  to  turn  the  lights  off  when  we   leave,  and   I   learned   that  when  we  brush  our  teeth,  we  need  to  turn  off  the  water."  

Would  you  play  this  game  again?   100%  yes  

What  was  you  favorite  part  of  this  game?   “My  favorite  part  was  playing  the  recycle.”  “I  liked  everything.”  “This  game  reminds  me  of  my  what  my  favorite  character  is  doing  on  TV  and  now  I  can  do  it  too.”    

Based  on  feedback,19  we  have  decided  to  modify  our  online  platform.    We  realized  that  the  competitive  aspect  of   the   online   platform   was   not   well-­‐received,   and   we   were   missing   a   direct   link   between   eco-­‐friendly  behaviors  and  environmental   impact.    Therefore,  we  decided   to  make   the  website  an   informative   source  of  environmental   facts.     Families  will   be   able   to   log   in   their   scores   and   see   the   direct   impact   of   their   actions  related  to  their  everyday  environment.  Thus  we  will  give  them  a  tangible  relation  between  their  activities  and  well  known  measurements.    For  example,  one  statement  after  entering  the  scores  could  be  as  follows:  

   

                                                                                                                                       19  The  set  of  survey  questions,  responses,  and  suggestions  are  attached  in  the  appendix.  

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“The  average  American  family  for  four  can  consume  up  to  400  gallons  of  water  each  day,  which  is  easily  reduced  with  the  tasks  you  have  completed.    By  saving  water  while  taking  a  shower,  you  have  saved  a  month’s  worth  of  

drinking  water  for  your  family!  Congratulations!”  

   

It   was   also  mentioned   that   our   game   board   needs   to   be   aesthetically   redesigned   to   be  more   attractive   to  children.  

Results  Creation  The  process  requires  the  following  activities:20  Prototype  Building  

Submit  Idea  Name    Write  Survey  Questions    Write  Market  Strategy    Toy  Design    

Prototype  Testing  

Write  Toy  Instructions    Labeling    Packaging    Conduct  Market  Research    Conduct  Market  Performance  Testing    

Prototype  QA  

Incorporate  Market  Research    Incorporate  Testing  Results    Conduct  Go/No-­‐Go/Go-­‐Back  decisions    

Create  Innovation  Report  

Convert  Activities  1-­‐4    Team  Conducts  QA    Submit  Report    

Commercialization  We  will  start  our  business  as  a  start-­‐up  in  the  Boston  area  by  following  these  steps  to  grow  our  sustainable  business:    

 

                                                                                                                                       20  A  full  Gantt-­‐Chart  of  the  commercialization  process  as  activity  #4  is  provided  in  the  appendix,  O’Sullivan  &  Dooley,  2009,  pp.  164-­‐166.  

   

Gain  environmental  association  

endorsements  and  partner  with  charity

School  Launch Local  Store  Launch

Convenience  Store  Launch

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1. Reach  out  to  environmental  organizations  and  charities  that  are  willing  to  partner  with  us  to  promote  the  Green  Challenge.  

2. Roll  out  the  “Green  Challenge:  Classroom  Version”  across  schools  in  the  Boston  area.    The  toy  will  be  available  for  school  challenges  to  make  it  broadly  available  to  our  target  group.  Hereby  we  will  make  all  elementary  school  children  familiar  with  the  game  and  trigger  broad  attention.  

• Increase  exposure.  • Gain  local  recognition.  • Transfer  demand  from  children  in  school  to  families'  homes.  • Circulate  in  schools  for  2  months  to  gain  feedback  from  teachers  and  students  to  incorporate  

into  our  Family  Version.  3. Get  local  stores  in  the  Boston  area  (ex.  Stella  Bella  Toys,  independent  bookstores,  etc.)  to  sell  “Green  

Challenge:  Family  Version”;  local  stores  will  be  selected  based  on  the  likeliness  to  attract  eco-­‐friendly  parents  and  based  on  the  store  atmosphere  (stores  where  owners/sales  assistants  offer  advices  and  suggestions   to   customers   will   be   preferred   to   take   advantage   of   the   trust   relationships   already  established).  

• Benefit  for  local  stores:    • Give   an   environmentally   friendly   touch   to   their   business.   Once   the   toy   gains   huge  

recognition  people  will  get   into   their  stores   to  buy  the   toy  and  they  will  be  able   to  offer  their  own  products/services.  

• Benefits  for  Mobius:    • Target  environmentally  conscious  groups.  • Engage  local  communities.  Advertise  by  word  of  mouth.  

4. Get  chain  stores’  (CVS,  Walgreens)  approval  to  sell  in  the  "cashier  area.”  • Benefit  for  chain  stores:  Extra  revenues  as  "pester  power  item"  sale.  • Benefit  for  Mobius:  Fast  and  huge  expansion  of  distribution  system.  

 Because  we  are  providing   “Green  Challenge:  Classroom  Version”   for   free  as  part  of  our  marketing   cost,   our  revenue  will  come  from  sales  to  additional  classrooms  and  families  following  the  initial  2-­‐month  launch.    By  creating  a  classroom  version  (instead  of  a  version   for   the  entire  school),  we  can  sell  more  of   the  classroom  versions  to  multiple  classes  within  one  school  if  the  game  catches  on.    We  will  also  create  different  editions  of  the  game,   such  as   the  water   edition,   energy   edition,   and   recycle   edition,  with  different   tasks  so  a   single  classroom  or  a  single  family  can  buy  multiple  editions  if   they  enjoy  the  game.    The  online  platform  will  also  provide   links  between   these   tasks  and   their   environmental   impact  once   the   serial  number  and  points  have  been  entered.    These  different  versions  (classroom  and  family)  and  editions  have  the  potential  to  dramatically  increase  the  number  of  boards  we  sell.    For  the  Family  Version,  we  have  decided  to  price  the  board  at  $9.99  for  the  following  reasons.  

• Exceeds  the  cost  of  production  to  ensure  revenue  • Reflects  the  educational  value  of  repetitive  behaviors  that  will  result  in  eco-­‐friendly  habits  • Reflects   the   value   of   the   online   platform   that   provides   link   between   actions   and   environmental  

impact      • High  enough  that  the  customer  will  value  the  product  and  think  it   is  worth  buying  (as  opposed  to  a  

low  price  which  reflects  poor  quality)  • Not  high  enough  to  deter  customers  who  may  feel  that  it  is  too  expensive  for  a  paper  toy  

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Appendix    

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      I  

Creating  the  Organization  –  additional  Information    

     

 

The  logo   includes  two  intertwined  people,  showing  the  interactive  nature  of  our  products.    This  logo  will  be  featured  on  our  products.

The  cycle-­‐shaped  form,   reminiscent  of   the   recycle   logo,  and  the  green  color  symbolize  our  commitment  to  sustainability.

ü language  ambiguity  error  check ü Easily  pronounced ü Existing  company  congruency

grayscale

black/white

 

 

#78b729

#a5c617

secondary  color  codes:

 

 

 

#008637

#41ab34

primary  color  codes:

 

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      II  

 

Ideation  and  Development  –  additional  Information  

Problem  Identification  Potential  problems  identified  in  ideation  process:  

 Directors  voted  to  address  the  problem  of  teaching  children  to  respect  and  protect  the  environment.    

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      III  

Flow  Chart  of  Ideation  and  Development  Process  The  ideation  and  development  process  is  arranged  around  seven  playground  meetings:      

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      IV  

Survey  Results  Survey  Results-­‐Parents:  Parents   Responses    

How   important   is   it   for   you   to   teach  your   children  eco-­‐friendly  values?  Rate  1-­‐5  (5  is  highest)  

Average:  5  

Do   you   currently   have   a   way   to   teach   sustainability   to  your  children?  (Yes/No)  

40%  No    (For  parents  who  answered  yes,  the  most  common  method  was  learning  by  observing  parents’  behavior)  

How  well  does  Green  Challenge  instill  eco-­‐friendly  values  in  children?  Rate  1-­‐5  

Average:  3.6  

How   useful   is   the   online   platform   that   tracks   family  points?    Rate  1-­‐5  

Average:  2.75  

How  likely  are  you  to  recommend  the  Green  Challenge  to  a  friend?  Rate  1-­‐5  

Average:  2.5  

Summary  of  additional  comments/suggestions:   • Competition   between   families   with   online  platform   was   teaching   wrong   values   (tangible  facts   related   to   the   everyday   environment  were  requested)  

• Lack  of  direct   connection  between  energy   saved  and  environmental  impact  

• Parents  liked  the  idea  of  rewarding  the  repetition  of  action  

Survey  Results-­‐Experts:  Experts  (Child  psychologist  and  teachers)   Responses  

How  important  do  you  think   it   is   to   teach  6  to  10  years  old  children  eco-­‐friendly  values?  (Rate  1-­‐5,  5  is  highest)  

Average:  5  

Are  these  concepts  age-­‐appropriate?  (Rate  1-­‐5)   Average:  5  

Do   you   currently   have   a   way   to   teach   sustainability   to  children?  (yes/no)  

50%  No    (For   yes   responses,   the   method   used   was   telling   stories  about  how  actions  impact  environment)  

How  well  does  Green  Challenge  instill  eco-­‐friendly  values  in  children?  Rate  1-­‐5  

Average:  4.0  

If  we  were  to  produce  a  “Green  Challenge  school  edition”  would  you  suggest  teachers  to  use  it?  Rate  1-­‐5  

Average:  4.5  

Summary  of  additional  comments/suggestions:   • Fun   idea   but   game   board   must   be   more  entertaining  

• Online  competition  may  provide  too  much  stress  on   families   to   meet   a   certain   expectation   (it  should  be  kept  simple)  

• Should  reward  whole   family   if   they  achieve  high  score  as  a  group  

   

Page 20: Group 3   innovation report

      V  

Project  Management  This  Gantt-­‐Chart  which  was  created  in  Microsoft  Project  represents  the  activities  executed  in  “Activity  4”.      

Page 21: Group 3   innovation report

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Sources  

Literature  O’Sullivan  &  Dooley,  2009   O’Sullivan,   D.,   and   Dooley,   L.   (2009).   “Applying   Innovation.”   Sage  

Publication,  Inc.    

Websites  Business  Branding  Strategy   http://businessbrandingstrategy.com/logo/why-­‐are-­‐logos-­‐important,  

without  publishing  date  Entrepreneur,  2003   http://www.entrepreneur.com/article/65230,  published  10/30/2003