Beruflich Dokumente
Kultur Dokumente
Imagine
Monday: 25 000 users
Imagine
Monday: 50-100 servers Tuesday: 400 servers Wednesday: 900 servers Friday: 3400 servers
Cloud Power
4 TB Data
100 Nodes
11 Million PDFs
The Internet and its attendant array of consumerdevices, networks and content sources have fundamentallychanged how customers, employees andpartners expect to interact with the enterprise (Gartner CIO survey
2008/2009).
The switch
Web 1.0 Web 2.0
Flickr Alternativ e media Publishing is complex and Value is created by limited to few traditional aggregating media and online content (portals) merchants netvibes Wikipedia
2004
2005
Mainly Broadband
Traditional media
Google search
Technology and social factors have converged over the past few years to create a phenomenon called social computing
TECHNOLOGY Cheap hardware and software reach the masses. Simple devices that anyone can operate.
SOCIAL CHANGE Consumers look for cost and time efficient technologies, ways to make their voices heard. Younger techno savvy generations pioneer the use of personal networks and viral communication.
Internet statistics
100 billion clicks per day 55 trillion links It uses 5% of the global electricity 2 million emails per second 1 million IM messages per second 8 terabytes per seconde traffic 65 billion phone calls per year
The Credit Crunch Globalisation of Competition Commoditisation of key Activities Customisation requirements for Products Expectations for new levels of online Services
and then there is the Technology impacts around;
The Ubiquitous Connectivity Social Collaboration and Networks The arrival of The Cloud etc ..
So how do we Harness the forces of Change?
SOCIAL(ISM)?
COMMUNAL ASPECTS OF DIGITAL CULTURE
So its not just Traditional IT; there are new technologies too
People
Internal External
Web Services
Applications
Computers
Personalize
Differentiate A Managers capability to build locally unique differentiating capabilities both externally and internally
Organise (SOA) Common, shared core processes that support each differentiated offer above, and connect to transactional IT applications below
SOA the coupling layer between both Tight Coupled Information Technology
Comply (ERP, etc.) Traditional Enterprise Applications with organised procedures and data integrity, keeping compliant business results
Cost or Value?
Margin
Differentiate
A Managers capability to build locally unique differentiating capabilities both externally and internally
$1 $2
$3
Organise (SOA)
Common, shared core processes that support each differentiated offer above, and connect to transactional IT applications below
$2
SOA the coupling layer between both Tight Coupled Information Technology
Traditional Enterprise Applications with organised procedures and data integrity, keeping compliant business results
$3
$1
Revenue
An enterprise mashup is a custom application rapidly assembled by (or in close collaboration with) business users in short timescales to meet immediate business needs. Typically, they combine data, functionality or processes from multiple existing internal or external IT assets to create innovative business value.
An enterprise mashup platform is software infrastructure that provides tools to rapidly assemble widgets in a visual environment thereby allowing easy combination of data, functionality and processes, even by business users.
Degree of control
Commoditisation
Infrastructure-as-a-Service (IaaS)
Internal Software + Service & traditional outsourcing
App
App
App
Application
App
App
App
App
Application
PaaS API
Transparency : the provisioning boundary shifts in the Cloud to a shared model increasing security needs
SaaS
Provision level Abstraction
Device
URL
APaaS
Network
IP/MAC
Auth ID
PaaS
TCP/IP
IaaS
Domain ID
Using 5 services with a guaranteed uptime of 99% will result in a guaranteed uptime at your site of 95 %
PDF A
Examples
Lego factory
SOLUTION
Lego launched the Lego Factory (http://factory.lego.com) an online model of engagement for potential and existing Lego users, which allows users to design, share and buy their own customized LEGO models THE LEGO FACTORY WEBSITE
BACKGROUND
Lego had traditionally been surrounded by a highly active constellation of Lego User Groups fan communities comprising of both adult and young members These groups maintained large online presence; operated independently of the company; exchanged and showed creative toy designs and models amongst themselves Lego needed to move out of closed proprietary mode and adapt a participative strategy for customer interaction, which would utilize existing user creativity in product design - Designer users can then order the bricks Through the Lego Factory, the company has taken needed to make their a step further in the evolution of user model, and also involvement, building strong brand relationship customize their own The initiative has created high levels of awareness box for the model and interest with the consumers - Other users on the site The initiative has put Lego a step ahead of can buy uploaded competition by moving out of closed proprietary designs in the gallery, content mode and involving fresh ideas from and will receive both consumers and community for New Product the bricks for the model Development as well as the building instructions Source: MRD Lab Analysis. Capgemini, ECR Europe Conference: Future Consumer Presentation, May 2008. coBrandit.com, Lego Co-creation - Users interested in custom-designing their own Lego models have to download and install the Lego Digital Designer - In the designer, the user can drag and drop to create a virtual toy design - Once the user has created a design, he can upload the same to the online gallery - Lego approves all designs before they are added to the online gallery, to filter out models for appropriateness for all age groups
Presentation by Mark Hansen: Video, September 2006. Crowdsourcingdirectory.com, Co-Creation in Lego Factory, September 2007. European Centre for the Experience Economy, Legos participative army marches on, April 2008.
BENEFITS
BENEFITS
More than 35% of P&Gs new products have elements that originated from outside P&G, up from about 15% in 2000 R&D productivity increased by nearly 60% R&D investment as a percentage of sales is down from 4.8% in 2000 to 3.4% in 2006 P&Gs average two-month cycle of generating physical prototypes and testing them with consumers has reduced to around 24 to 48 hours
P&Gs 7500+ R&D team work on solutions suggested and with internal communities INNOVATIONS In Areas Of Packaging, Design, Marketing Models, Research Methods, Engineering, Technology, Etc
Source: MRD Lab Analysis. Harvard Business School, Working Knowledge, P&G's New Innovation Model. Leveraging Ideas for Organizational innovation Blog, Dr. Kevin Desouza, Connect & Develop Innovations the P&G Way. P&G, P&G Connect & Develop Brochure.
BACKGROUND
Nike wanted to create an immediately resonant experience for a broad target market, from marathoners to fitness joggers Nike+ was born as a multi-channel, multisensory marriage of Nike and Apple technologies Nike+ provides a robust platform of virtual racing, progress tracking, motivational goals and stories, global community comparison tools BENEFITS
Sensor in the shoe helps the runner hear through the iPod, the details about pace, time, distance and calories burned
Run data can be used to track progress, set goals, motivate runners. win rewards and challenge pals or all Nike+ users
CUSTOMER CENTRICITY THROUGH BETTER INTERACTION USING WEB 2.0
Nike+ is a unique way to engage with and promote higher levels of brand identity Nike.com amongst Nike users III Delivers increased value to Nike users through a unique way of collaborating Engages current and prospective Nike users with uninterrupted and targeted advertising 20% reduction in ad budgets as Nike is moving towards developing its own media network through such technological endeavors Total Sales worth $59 million and 1.8 I million users August 2008; 800,000 people globally simultaneously run a 10km race in 26 cities Share of Source: MRDShoe market: 2006website. Nike does business 3.0 Phill Butler, 2007. the Sports Lab Analysis. Nike+ 48% 2008 61% (12 month average)
Example
CLOUD COMPUTING
Infrastructure Cost $
time
Rick Mans
rick.mans@capgemini.com +31 6 512 10 144 http://twitter.com/rickmans http://www.linkedin.com/in/rickmans