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Co-designing business models
The Service Ouroboros:
CoDesigning Service cycles
a tool to support innovation processes
Sune Gudiksen
¥  Tools and games to support innovation
¥  Design of products, services and business models
¥  Workshops again, again and again……
4
2
1
Sketching/Prototyping time (and space)
Ouroboros
3
Customer journeys & Service Blueprints
Agenda
Task
1 Ouroboros
Ouroboros?
Renewal of life and infinity – Cosmos
Continuity, Circularity, Cyclic
Whole and Parts
Alchemy and Magic
Death and Life
2 Customer journeys & Service Blueprints
Products vs. Services
What is the difference?


A Service is a series of interactions, clues, cues or touchpoints
spanning over time and various spaces.
Service blueprint example
Customer journey example
Customer journey example
S"ckdorn	
  &	
  Schneider	
  2010	
  
Basic ideas


¥  Services expands over time and space
¥  Services are both intangible and tangible (in oppose to products
that are mainly tangible)
¥  Services expands in a circular way and through cycles
¥  Services with a continuity, dynamic flavour 
¥  Services related to disruption – creative destruction
The Service Ouroboros
Sketching/prototyping time (and space)3
Prolonged/Returned use
 Short term / Long term
(5 year, 3 year, 1 year)
Before-During-After
Time - based on relationship
Different Personas/
Customer groups
Time - based on frequency
Addition & Subtraction
The Senses – Ways of learning
Visualisation (Eyes in play)
 Drawing (Hands in play)
The Senses – Ways of learning
Building (Hands in play)
 Bodystorming (Body in play)
Games: Rules & Procedures
Brain ’throwing’
touchpoints 
Forced relationship
Narratives
Reframing layers


¥  Dramatic structure

Anslag – Opbygning – Klimaks - Outro
¥  Type of language 

Oral – Written – Visual – Bodily - Hand
¥  Type of interaction’

Social – (Traditional) technology – Digital technology
¥  Degree of user inputs

Producer – Co-Created - Community
Task4
¥  To reach mutual understanding between you as a group and
between the case owner and you
¥  To jointly explore future possibilities and create early sketches of
‘services’ and/or ‘service parts’ 
The Object of monday
The Object of today & tomorrow


¥  To plan the process in the Service Ouroboros for monday
Process example 1 – Returned use touchpoints
Making tangible personas
(based on video clips)
Prolonged/Returned use
Selecting touchpoints for
further development
Storyboarding a
touchpoint
Reframing: The layer of
user inputs
Process example 2 – Existing company
towards new direction
1, 3, 5 year situation
Brain throwing touchpoint
(combined with inspiration cards)
Randomize the layer
Bodystorming (act it)
Reframing: The layer of
’language’
Process example 3 – Too many touchpoints 
Addition & Subtraction
Sketching the actions in the touchpoints
Building in Lego a specific
touchpoint
Bodystorming (act it)
Reframing: Applying a
dramatic structure
Do you have
any questions?
Questions, s’il vous plaît

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U-CrAc 2013 - Customer Journey med Ouroboros Canvas

  • 1. Co-designing business models The Service Ouroboros: CoDesigning Service cycles a tool to support innovation processes Sune Gudiksen
  • 2. ¥  Tools and games to support innovation ¥  Design of products, services and business models ¥  Workshops again, again and again……
  • 3. 4 2 1 Sketching/Prototyping time (and space) Ouroboros 3 Customer journeys & Service Blueprints Agenda Task
  • 5. Ouroboros? Renewal of life and infinity – Cosmos Continuity, Circularity, Cyclic Whole and Parts Alchemy and Magic Death and Life
  • 6. 2 Customer journeys & Service Blueprints
  • 7. Products vs. Services What is the difference? A Service is a series of interactions, clues, cues or touchpoints spanning over time and various spaces.
  • 12. Basic ideas ¥  Services expands over time and space ¥  Services are both intangible and tangible (in oppose to products that are mainly tangible) ¥  Services expands in a circular way and through cycles ¥  Services with a continuity, dynamic flavour ¥  Services related to disruption – creative destruction
  • 15. Prolonged/Returned use Short term / Long term (5 year, 3 year, 1 year) Before-During-After Time - based on relationship
  • 16. Different Personas/ Customer groups Time - based on frequency Addition & Subtraction
  • 17. The Senses – Ways of learning Visualisation (Eyes in play) Drawing (Hands in play)
  • 18. The Senses – Ways of learning Building (Hands in play) Bodystorming (Body in play)
  • 19. Games: Rules & Procedures Brain ’throwing’ touchpoints Forced relationship Narratives
  • 20. Reframing layers ¥  Dramatic structure Anslag – Opbygning – Klimaks - Outro ¥  Type of language Oral – Written – Visual – Bodily - Hand ¥  Type of interaction’ Social – (Traditional) technology – Digital technology ¥  Degree of user inputs Producer – Co-Created - Community
  • 21. Task4
  • 22. ¥  To reach mutual understanding between you as a group and between the case owner and you ¥  To jointly explore future possibilities and create early sketches of ‘services’ and/or ‘service parts’ The Object of monday The Object of today & tomorrow ¥  To plan the process in the Service Ouroboros for monday
  • 23. Process example 1 – Returned use touchpoints Making tangible personas (based on video clips) Prolonged/Returned use Selecting touchpoints for further development Storyboarding a touchpoint Reframing: The layer of user inputs
  • 24. Process example 2 – Existing company towards new direction 1, 3, 5 year situation Brain throwing touchpoint (combined with inspiration cards) Randomize the layer Bodystorming (act it) Reframing: The layer of ’language’
  • 25. Process example 3 – Too many touchpoints Addition & Subtraction Sketching the actions in the touchpoints Building in Lego a specific touchpoint Bodystorming (act it) Reframing: Applying a dramatic structure
  • 26.
  • 27. Do you have any questions? Questions, s’il vous plaît