Participatory business modelling
Transcript of Participatory business modelling
This article was downloaded by: [University of Stellenbosch]On: 15 September 2013, At: 11:53Publisher: Taylor & FrancisInforma Ltd Registered in England and Wales Registered Number: 1072954 Registeredoffice: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK
CoDesign: International Journal ofCoCreation in Design and the ArtsPublication details, including instructions for authors andsubscription information:http://www.tandfonline.com/loi/ncdn20
Participatory business modellingJacob Buur a , Bernd Ankenbrand b & Robb Mitchell aa SPIRE Research Centre, Mads Clausen Institute, University ofSouthern Denmark, Sønderborg, Denmarkb Constructivist Finance, Karlshochschule International University,Karlsruhe, GermanyPublished online: 18 Mar 2013.
To cite this article: Jacob Buur , Bernd Ankenbrand & Robb Mitchell (2013) Participatory businessmodelling, CoDesign: International Journal of CoCreation in Design and the Arts, 9:1, 55-71, DOI:10.1080/15710882.2012.760609
To link to this article: http://dx.doi.org/10.1080/15710882.2012.760609
PLEASE SCROLL DOWN FOR ARTICLE
Taylor & Francis makes every effort to ensure the accuracy of all the information (the“Content”) contained in the publications on our platform. However, Taylor & Francis,our agents, and our licensors make no representations or warranties whatsoever as tothe accuracy, completeness, or suitability for any purpose of the Content. Any opinionsand views expressed in this publication are the opinions and views of the authors,and are not the views of or endorsed by Taylor & Francis. The accuracy of the Contentshould not be relied upon and should be independently verified with primary sourcesof information. Taylor and Francis shall not be liable for any losses, actions, claims,proceedings, demands, costs, expenses, damages, and other liabilities whatsoeveror howsoever caused arising directly or indirectly in connection with, in relation to orarising out of the use of the Content.
This article may be used for research, teaching, and private study purposes. Anysubstantial or systematic reproduction, redistribution, reselling, loan, sub-licensing,systematic supply, or distribution in any form to anyone is expressly forbidden. Terms &Conditions of access and use can be found at http://www.tandfonline.com/page/terms-and-conditions
Participatory business modelling
Jacob Buura*, Bernd Ankenbrandb and Robb Mitchella
aSPIRE Research Centre, Mads Clausen Institute, University of Southern Denmark, Sønderborg,Denmark; bConstructivist Finance, Karlshochschule International University, Karlsruhe, Germany
(Received 28 March 2012; final version received 17 December 2012)
How to generate business is at play in most innovation projects today. Not onlyInternet-based businesses, but also traditional manufacturing companies withconventional product sales are currently challenged to consider alternative businessmodels: service design, project sales, direct sales, etc. In participatory innovation thecore assumption is that a broad spectrum of people, including users, can contribute toinnovation. But is it possible to open up the process of business model innovation toparticipation from a wider circle than those marketing managers who typically devisenew business schemes? In this article we discuss two participatory approaches tobusiness modelling that move beyond spreadsheets and Post-itw Notes: one of usingtangible objects to redefine business elements, and another of people themselves role-playing how an organisation can create, deliver and capture value. These approacheswere developed in companies and educational settings and have proven extraordinarilysuccessful in initiating conversations about how to innovate business in cross-disciplinary and cross-functional groups of participants. Relying on design theory, westudy the ‘moves’ that participants make towards a new network configuration; inparticular as such conceptual ‘moves’ are likely to be associated with the concrete,physical movements of people and objects. We claim that these approaches prove veryengaging because business model innovation needs a focus on redefining the conceptswe use and the roles that actors play in relation to each other.
Keywords: participatory design; business models; value networks; innovation
1. Introduction
In a situation in which companies increasingly rely on collaboration with external parties
to innovate their products and services (users, customers, distributors, public
organisations, etc.) it becomes essential to establish conversations in cross-disciplinary
settings. Such conversations need to concern not only the emerging product and service
concepts, but also business concepts, as business models become increasingly diverse in a
changing, digitised world.
A business model is a simplified representation of the company’s business logic: how
it makes money through its products or services. ‘Every company has a business model,
whether they articulate it or not’: it defines how the company creates value for the
customer, and how it ensures there is a profit to be made (Chesbrough 2007, p. 12).
Business literature claims that conscious discussion of business models within the
company, and with suppliers and customers is necessary to ensure competitive edge – and
that experimentation with business model alternatives is required to stay on the edge. So
q 2013 Taylor & Francis
*Corresponding author. Email: [email protected]
CoDesign, 2013
Vol. 9, No. 1, 55–71, http://dx.doi.org/10.1080/15710882.2012.760609
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
there is good reason to try turn business models into something people can touch when
discussing options.
Companies are increasingly dependent on other actors outside the organisation to
create business, and the literature suggests concepts such as ‘value chain’ and ‘value
network’ to illuminate this trend. Where Porter’s (1996) concept of the value chain
focused on the internal organisation of activities that lead to business, later research has
focused on interactions in the value network between the company and its suppliers,
customers, etc. The concept of value networks has its origins in Normann and Ramırez’s
contention that business strategy should concern itself with the entire value-creating
system, rather than an isolated chain of activities (1993). A value network is a web of
relationships that generates economic value and other benefits through complex dynamic
exchanges between two or more actors in a network, whether they be individuals, groups
or organisations (Allee 2000). Value networks are typically depicted within business
circles as blobs (or boxes) and arrows. The blobs are nodes representing the actors, and
arrows the transactions or connections between the different actors. The arrows are
normally labelled with ‘deliverables’, i.e. a description of what the transaction delivers
(e.g. raw materials or knowledge). One of the ways in which business innovation may
come about is when new partners are invited into the value network, or if partners within
the network take on new roles. For this reason it is important to discuss both present and
potential future configurations of the value network, a discussion that can typically take
mapping what is in place today as its starting point.
In Osterwalder and Pigneur’s (2010) process of business model innovation, the value
network is discussed as part of their ‘Business Model Canvas’. Using the metaphor of a
painter’s canvas, they suggest that new business models may be ‘painted’ on posters
preformatted with nine conceptual fields. For instance, the fields ‘key partnerships’ and
‘customer relationships’ on the canvas motivate participants to discuss who they
collaborate with. Osterwalder and Pigneur recommend that care is given to assemble a
diverse team of participants across the organisation for discussing business model issues,
and they suggest the use of a large print of the canvas with Post-itw Notes becoming
vectors for strategic discussion.
Den Ouden and Valkenburg (2011) propose mapping the value flows between actors as
coloured line-graphs on flipchart paper (Figure 1). Building on the actors’ network maps
Figure 1. Participants using coloured line-graphs to discuss the flow of goods, money, informationand intangible value between actors in a network (left), and, in another activity, acrylic shapes offlowchart symbols to depict a flow of activities (right). Workshop at Participatory InnovationConference 2011.
J. Burr et al.56
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
(Morelli and Tollestrup 2006) and the value network analysis (Allee 2000), they
distinguish between the flow of physical goods, money, information and intangible value.
den Ouden and Valkenburg (2011) aim their work at social innovation initiatives that may
not start from the perspective of one particular company. In such projects, the network is
seldom stable at the outset, and the proper balancing of value exchange is an important
issue. They apply the Osterwalder business canvas for individual stakeholders and the
value flow model for the entire network alternately to ‘zoom in and zoom out’ in the
process (den Ouden and Valkenburg 2011, p. 315).
Lubbe (2011) proposes the use of acrylic shapes (Figure 1) as symbols to map business
processes in what he terms tangible business process modelling. With a set of physical
shapes corresponding to flowchart symbols (a widespread process modelling notation) he
encourages groups of participants to map processes of their company activities on large
sheets of wallpaper. He expands a tradition of business process modelling, claiming that
the detailed understanding of the organisation’s present activities is a precondition for
business model innovation. Lubbe’s prime argument for introducing the acrylic shapes as
a ‘thinking tool’ in collaborative sessions is that the cognitive load of working with
detailed process models is far too high to allow novice participants to engage without prior
training (Lubbe 2011).
All three approaches are proposed as collaborative: they aim to engage groups of
people in discussing business issues. Osterwalder and Pigneur’s (2010) canvas process
offers a coherent terminology to ensure a focused discussion; customer relations and
partner relations are included as fields in the canvas. Den Ouden and Valkenburg’s (2011)
value flow model introduces an element of visual mapping; the distinction between types
of values broadens the discussion of relations, although the coloured arrows restrict it to a
rather abstract level. Lubbe’s (2011) process modelling tool demonstrates the advantages
of tangible objects for organising team discussions. It maps activities, it does not model
relations between actors per se; but then one may claim that value exchange is always
related to activities.
In our work we have developed techniques for discussing value networks with an even
lower entrance barrier to enable participants without formal business education to engage.
In this article we focus on two techniques. In the first one, participants use physical bric-a-
brac to collectively make a tangible map of actors and relations on a tabletop. In the
second, participants themselves embody value network components and use an open floor
space to stage a larger, dynamic map.
These techniques were developed in ongoing participatory innovation activities (Buur
and Matthews 2008) with partners in both large and small companies and with graduate
students in university settings. Participatory innovation gathers theories and methods from
across different academic fields to describe how people outside an organisation can
contribute to its innovation, and identify ways for industry, the public sector and
communities to expand innovation through the participation of users, employees,
suppliers, citizens, members, etc., on a strategic level, in concrete methods and in day-to-
day interactions.
As for research methods, we work with a combination of action research and
interaction analysis. Action research here means repeated experiments in settings that have
an actual purpose of innovating their organisation (Reason and Bradbury 2001; Brandt
2005). As researchers we facilitate the events and include partners in reflecting on the
viability of the techniques afterwards. The sessions are video recorded for later detailed
analysis of the interactions between participants and with the material offered. As
facilitators of these experiments, we are mindful that it is difficult to avoid bias in our
CoDesign 57
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
interpretation and evaluation of our data. This is why we rely on the ethnomethodological
method of conversation analysis (Heritage 1984). As an emic approach, conversation
analysis takes as its focus the real-time, in situ practices and actions of the participants.
This brings the benefit of sharp attention to the details of how the participants themselves
make sense of the situation (Heinemann et al., 2014) rather than subsequent reflections of
either participants and/or designer/facilitator.
What we find exciting about these two techniques is that the analysis of how they were
used in concrete business applications provides knowledge far beyond the tips and tricks
that make collaborative methods work. The analysis gives insight into rather fundamental
issues of how business model innovation may happen.
2. Tangible mapping: redefining concepts
Wewill use the first company case to explore how terminology plays into the innovation of
value networks.
2.1. The Servodan case
Servodan is a small Danish manufacturer of intelligent lighting control equipment for
office buildings. Recently, the company has developed a new lighting system based on
light-emitting diode (LED) technology. The lighting modules can be digitally controlled to
provide light in the tone of daylight, say, from reddish light in the morning to more bluish
in the middle of the day. The intended main selling points are increased well-being,
particularly in windowless rooms, and electricity savings. The system is new to the
market, and although Servodan has been in the building business for more than 50 years,
this is the first lighting module it has manufactured. At the initial point of contact with the
first author, it was clear to Servodan that this technology requires a new way of thinking
about their business. In a session with company directors we organised a tangible mapping
activity for three potential market segments (hospitals, schools and hotels) to understand
which actors the company already had relationships with, and which new relationships
would need to be established. This session – and many following – showed how tangible
materials make it easy for all participants to join the discussion, regardless of their
business expertise. We used the ‘silver set’, a collection of silver-coloured bric-a-brac on a
black tablecloth (Heinemann, Mitchell, and Buur 2009) (Figure 2). The silver set arose
from our previous experiences of facilitating business workshops with vastly less
homogeneous looking collections of bric-a-brac. We found that industrial partners
experienced some resistance to working with diverse assortments of multicoloured
materials. Participants had justifiably criticised our earlier toolkits, comprised of items
such as Plasticine, drinking straws, pipe cleaners, sponges, wooden building blocks, toilet
paper tubes and lollipop sticks, for appearing too unserious and unprofessional.
We have also experimented over the years with facilitating via a number of other
toolkits such as toy train sets, balls running through hamster tubes, multiple lengths of
feather boas, and large rooms full of real furniture, ropes and planks (Buur and Mitchell
2011). In addition, we have deployed bespoke responsive artefacts such as pinball
contraptions and ceiling-hung mobiles (Mitchell and Buur 2010). By comparison with
these more provocative and outlandish materials, the ‘silver set’ is much more readily
received by industrial participants.
Our use of tangible materials to support discussions is inspired primarily by their
deployment to support discursive practices within the participatory design community
J. Burr et al.58
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
(Schuler and Namoka 1993). Within participatory design, banking on physical objects as
things to think with (Brandt 2005) in order to enhance collaboration between disparate
groups of participants has been very successful. There are similar examples in business
circles (Lego Serious Play; Gauntlet 2007). Using artefacts to support the mediation of
collaborative work is also argued for by research concerning very different practices such
as emergency service co-ordination (Petersson, Randall, and Helgeson 2002) and
healthcare (Xiao 2005).
By studying video recordings of these sessions, we have previously shown that
participants typically identify one particular salient property of an object and then use
that property to create a metaphor about the organisation’s situation (Heinemann et al.
2011). We categorise the different kind of properties invoked into three types: physical,
kinetic and iconic. Which particular property is invoked varies according to aspects such
as the context in which the objects are placed and whether the object lends itself to
being interpreted better in one way or another. Our research suggests that participants,
through working with tangible material, have a large variety of different paths available
to them; paths that affect the narration that is the end-result of these workshops.
Participants tend to use the salient properties of objects in very similar manners, namely
to create metaphors with what we call ‘negative associations’. In other words, the end
result, independently of which object is being used and of which property of that object
is invoked, is the creation of a metaphor that portrays an organisation’s relations as
fraught with matters of power differences, competition and struggles (Heinemann et al.
2011).
Let us take a closer look at how participants pick the tangible objects and how meaning
is given to them. This appears to happens in two ways, as we shall show in the following
analysis of an activity in the Servodan case. First, we shall present an instance of how an
object inspires people to find a matching component within their value network. Secondly,
we shall outline how at other moments, participants have a member of their value network
in mind, which results in their seeking out the most appropriate tangible object for this
component.
Figure 2. Tangible value network mapping with the ‘silver set’. Servodan directors and guestsdiscuss how a small electronics manufacturer may introduce a new technology to a particular marketsegment.
CoDesign 59
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
The group that discussed hotels as a potential market segment for the new lighting
system had four participants: a SPIRE researcher (A), a consultant from the Danish
Federation of Industries (B), the company chief executive officer (CEO) (C), and a visiting
design director from another company (D).
In the example in Transcript 1, we see how strongly the properties of the objects help
participants to make associations about partners and their qualities. D suggests that ‘hotel
owner’ should be an item in the map. While they all search for an appropriate object (B:
‘It should look valuable’), B finds a curious shape in the box that they cannot quitemake out:
it looks like a small disco ball with mirror fragments but has a long spring with a clip
attached at the end. C then suggests a silvery shoe sole for the hotel owner (D: ‘The guywith
the large footprint!’), and they all agree. But B still appears puzzled by the disco ball, and
speculates that there must be something like a nightclub in the hotel. C helps out, offering
‘Restaurant, nightclub, wellness . . . ’, D categorises them as ‘facilities’, and C suggests that
they are ‘activities’. The disco ball ends up on themap representing hotel activities. This and
other examples we have seen strongly suggests that strange objects can help participants to
think of who the partners may be, and which qualities are important to communicate.
At other times, participants have in mind a particular actor that they wish to have
represented on the map, and use this identified need to seek out a suitable object. For
instance, several minutes later, in the same session, D is looking for something to represent
an ‘installer’ (Transcript 2). Here, the participants know which qualities they want to
communicate (he may pick a competitor), but the object still offers an additional
association (‘ . . . sits heavily on the deal’).
Through interaction analysis of the video recordings, we have previously shown how
participants co-construct meaning when building the tangible value network maps. What
an object communicates is a social construct that is dependent on the ongoing social
actions and the social order that needs to be established or maintained between
conversational partners (Heinemann, Mitchell, and Buur 2009). The objects work as
reifications of abstract understandings of the actors in a value network; they work as
physical metaphors. It is, however, not a simple process of ‘representing’ properties that
the group has decided beforehand; rather, the process works both ways: the participants
find forms that reify their discussions, and they take inspiration from the material
properties to think of something else.
Transcript 1. Participants search for objects to represent partners. (Transcripts from the Servodancase are translated from Danish.)
THE SHOE SOLE AND THE DISCO BALLD: There must be a hotel owner some place, one that plays a role. In the end, he is the one who pays.(A and B touch objects on the table)B: If it’s something about payment, it should look valuable.(A picks up a miniature disco ball with a spring attached)D: What is that for?A: I don’t know.B: But we were about to find something for you (D).C: What about this guy? (picks up a silvery shoe sole)B: Yes!D: The guy with the large footprint!B: But I also thought about this disco ball thing. In a hotel there must be something like a nightclub . . .C: Restaurant, nightclub, wellness.D: They are different types of facilities.C: Or they are activities that happen.
J. Burr et al.60
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
We suggest that a likely explanation of why this tangible mapping technique works is
that the ability to innovate business models relates to the freedom of redefining the
terminology used by participants. By opening up the definitions of the words used to
describe products, services, values, resources, etc., it becomes possible to question and
reconsider dominating conceptions and see new opportunities. The physical objects, with
no apparent connotations relating to business, serve as ‘things to think with’ as in the
design tradition. They help to stimulate social construction of new meaning in groups
across company functions and even company boundaries.
3. Staging: redefining roles and relations
We will use our second company case to study how the perception of roles and relations in
a value network is crucial in innovating the business model. Interactive staging of business
models allow the whole business model to be seen from many angles – literally.
3.1. The Gloveler case
Gloveler is a start-up company offering its customers (business travellers and tourists) the
possibility to book private accommodation online at the platform www.gloveler.de.
Before the launch of sites such as Gloveler, people relied mainly on the telephone when
booking private accommodation in Germany, unlike booking a hotel room, which can be
achieved comfortably via numerous websites, e.g. www.hrs.de. The first version of the
website was launched in March 2009, and updated in an all-new version in July 2010.
Gloveler provides an online platform on which the proprietor can find new tenants for
spare rooms, rooms offered especially for fairs, bed & breakfast, and holiday homes and
apartments. As of June 2011, more than 30,000 beds were listed on the platform.
Gloveler’s current business model is transaction based: Travellers pay a 10% commission
for each booking to Gloveler. For landlords it is free of charge to post a listing. In the
future, additional revenue is expected from subscription fees for online property
management software provided by Gloveler for landlords as a Software-as-a-Service
solution. At the time of writing, Gloveler has 11 employees, including the three founders.
The first author’s engagement with Gloveler came about when the company reacted to his
general invitation through a network of high-tech start-ups. The collaboration so far had
been organised as two participatory workshops in German, the first held at the university in
March and the second in the company office in July 2011. In both workshops the one-hour
staging activity was video recorded for later analysis.
Transcript 2. The installer is heavy and unpredictable like a bocce ball.
The PETANQUE BallD: Isn’t there a danger that the installer wants to make energy savings, but he picks someone elsethan you?C: Certainly, that’s the way it is.D: So how would you model this?(Everybody looks towards the objects)C: You said it yourself – the installer may roll in different directions (picks up a heavy petanqueball)B: Yes, and sits heavily.C: . . . and sits heavily on the deal.
CoDesign 61
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
At the first workshop, two of Gloveler’s founders participated along with six master
students and the second author. To focus the exploration, the moderator (second author)
initiates a Post-it session around the ‘Business Model Butterfly’ (Ankenbrand 2011). The
butterfly model was developed as a simplified alternative to the Osterwalder canvas
(Osterwalder and Pigneur 2010) for visualising business models. It is a template that
features five elements (Figure 3): The thorax of the butterfly shows the value proposition (1),
while the right and left forewings represent customer segments (2) and key resources (3).
The right and left hindwings represent the revenue streams (4) and the cost structures (5).
Through the Post-it session the Gloveler founders realise that the distinction between
the private customer segment (travelling families), the professional segment (travelling
installers or fair participants) and the accommodation landlords – and communication
among them – is not perfectly clear in the company’s market positioning (Figure 3).
Therefore, the moderator suggests a focus on this issue in the staging process. The six
students take the roles of three customer segments (blue- and white-collar travellers,
private travellers), competing booking platforms, landlords, and small brokers of private
accommodation. The two founders together act as the Gloveler booking platform.
Then the process starts. The participants stand in a rough circle in the space. The
moderator urges them to spread out and ‘find a spot in the space that feels right’. One by
one the participants briefly present who they are, and how they see the needs and
preferences of their role, and they try to position themselves in the room in relation to the
other roles. They discuss as they discover their ‘optimal’ position. The moderator
Figure 3. The ‘Business Model Butterfly’ used with Post-it Notes to clarify who the actors are inthe Gloveler value network. On the right it can be seen that the customer segmentation is not quiteclear.
J. Burr et al.62
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
challenges them to consider gaze (who are you mostly relating to?), body orientation (who
are you orienting towards?) and distances (how closely are you collaborating?).
Similarly to how our use of tangible objects in facilitating discussions draws upon
related approaches in participatory design, our staging is mindful of many attempts to
incorporate performance techniques in design processes. Medler and Magerko (2010)
helpfully highlight that much of such work draws upon either improvisational theatre or
role-playing. The former has long been employed in interaction design projects to
brainstorm new product ideas through acting out full interaction scenarios (Mackay,
Ratzer, and Janecek 2000) or ‘bodystorming’ (Bucheneau and Suri 2000, p. 428;
Oulasvirta, Kurvinen, and Kankainen 2003; Schleicher, Jones, and Kachur 2010). Role-
playing activities have also been popular as a means to boost empathy with users through
envisioning current and future practices with new technologies in interaction design
projects (Burns et al. 1994; Simsarian 2003; Boess 2006). In service design, role-play can
also be of great utility as it offers a means of ‘rehearsing’ services (Penin and Tonkinwise
2009). Although at first glance our staging activity may appear quite similar to both
bodystorming and role-play, it differs in several respects. First, in both of the established
approaches, the informal improvisation concerns actions and relations of a quite different
scale. In bodystorming and role-play, participants improvise their actions and responses to
imagined real-use contexts for products and services. Thus, the scale is typically one-to-
one. In contrast, our staging activity involves participants individually embodying the
relative positioning and orientation of whole organisations.
Our work also blurs the distinction made by Medler and Magerko between these two
approaches. Role-playing, especially when used to simulate situations in office
environments, has an emphasis on verbal interactions. The experiences we offer are full
bodied but avoid the drawbacks of bodystorming pointed out by Oulasvirta, Kurvinen, and
Kankainen (2003), namely that participants concentrating on how they act reduces useful
creativity and reflection. Or, as Buchenau and Suri (2000) admitted, a weakness of
bodystorming can be that participants ‘direct energy away from understanding the
experience to acting as if you were having the experience’.
Embodying the different components of a value network requires no such performance
energy as there is no audience. Participants in our activities do not act out roles, they
merely try out positions ‘on stage’ to get a feeling for how they relate to one another in a
physical manner. This connects with conceptual drama approaches through which spatial
metaphors for abstract thought are taken literally and played out bodily (Cole 1978), and
drama training techniques that focus on the relative spatial position of actors (Climenhaga
2009). However, our staging is not about preparation for performance to any kind of
audience. Its explorations of intragroup topologies share qualities of immersiveness and
accessibility with playful improvisational theatre positional exercises such as ‘Bomb and
Shields’ (Johnson 2005, 122) and ‘Points of Contact’ (McCarthy and Galvao 2004, 28),
many of which have also made their way into community development handbooks
(McCarthy and Galvao 2004). Referencing a range of theatrical sources may suggest that
our staging activity is about performing rather than designerly qualities such as exploring
and evaluating. However, we align our staging activity more with drama training than with
theatrical performance: we are motivated by increasing participants’ understandings of
themselves and each other in relation to a business development situation.
The staging sessions usually result in joyful and insightful discussions with sometimes
surprising perceptions. Through the personification, participants seem to replace abstract
conversations about business with concrete, empathic explorations of what could be, and
what it would feel like. In the segment described as Transcript 3, we see how the
CoDesign 63
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
accommodation broker suddenly takes a much more central role than anticipated by the
Gloveler founders (Figure 4).
In this sequence the broker introduces herself, then suggests a position in the middle of
the circle of other actors – ‘ . . . as if I had a thousand arms reaching out to everyone’.
Triggered by a moderator question, this move elicits a discussion of Gloveler’s standing in
the market. The platform, represented by the two Gloveler founders, repeatedly tries to
investigate what it would take to move Gloveler from an indistinct position in the
periphery closer to the Broker as customer (‘ . . . if Gloveler were able to point to all other
sites?’ and ‘ . . . how would you keep an overview . . . ?’).
From the expressions of surprise viewable in the video, it becomes clear that prior to
this sequence, the Gloveler representatives had not counted on private brokers as serious
competitors to their service, and that they are not comfortable with a position in the
periphery, along with other sites and competitors, rather than in a central market position.
Although the participants needed to be encouraged to express the tension they felt due to
their positioning, the insight derived is very valuable. We point out that the personal
experience of ‘periphery’ and ‘centre’ is entirely tied to the spatial locations of the
participants. It is the concrete experience of actually standing in such an ‘arrangement’
that brings about reactions from the participants.
The second workshop included four employees of Gloveler, a master student and the
first author. After a recap of the findings from the first workshop the group decides to focus
on the differentiation of Gloveler’s value propositions: what would happen if the company
split its offer into a booking site for customers and a new booking engine including online
accommodation management software provided by Gloveler for landlords as a Software-
as-a-Service solution? The master student assumes the role of the travellers, a business
development manager takes the role of the competitors, an entrepreneurship intern plays
landlords, and the founders take the roles of, respectively, the booking platform and the
new booking engine currently under development (Figure 5). The participants by then
know the method and are more comfortable in expressing their observations and
repositioning themselves and others in the staging.
During the first moves, the participants position themselves in such a way that the
Gloveler platform and its competitor constitute a line across the line of sight between the
accommodation landlord and the traveller (customer), as shown in Figure 6 andTranscript 4.
The landlord explains that ‘I want him’, pointing to the traveller, but he needs to use
either Gloveler or a competing platform to reach the (potential) customer. As both
Transcript 3. The student playing the role of Accommodation Broker tries to find her positionbetween Customers, Booking Platform and Competitors.
BROKER MOVES CENTRE STAGEBroker: . . . so I should stand in the centre as if I had a thousand arms reaching out to everyone butthe private customer?Moderator: What would increase your loyalty to the Gloveler platform?Broker: Well, I would need it, but only among many others. So you wouldn’t be the most importantone for me.Platform: And if Gloveler were able to point to all other sites . . . if you had a central organiser for allyour contacts?Broker: That would of course be a reason to concentrate more on you than on your competitors.Platform: And how would you keep an overview, if bookings come in from here, here, and here, soyou don’t double book?Broker: That’s a good question. For that I would need a good software. (laughter) I must admit thatattracts me.
J. Burr et al.64
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
Gloveler and the competitor are completely oriented towards the customer, the landlord
sees only their backs, getting less attention than he might prefer. As the landlord can see
the traveller (his customer) directly, the platforms seem a necessary evil to get what he
wants. Gloveler finds himself being lined up alongside a competitor, and thus this
participant tries to ensure that at least they are located at the same distance from the
customer (‘ . . . on the same level’), which leads to some clearly observable amusement in
the group. Although this is only an act, the Gloveler participant is seen to react based on
his bodily experience of being ‘too far away’ from the action between competitor and
customer; and the representative of the competitor also senses his move to close up.
We have traced the collaborative discovery process that was brought about in the two
staging workshops. Our many years of experience as both facilitators and participants in
innovation workshop activities lead us to state that the video documentation strongly
suggests that the participants in these workshops took their roles seriously. By accepting
Figure 4. Gloveler representatives and graduate students in a staging activity, workshop 1. Themoderator is off-camera.
Figure 5. Gloveler representatives in a staging activity, workshop 2. The moderator is off-camera.
CoDesign 65
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
the various roles relating to a business model, participants come to personify with those
roles. The discoveries occur when participants react on their immediate, bodily experience
of distance, line of sight, etc., to the other participants, and when they relate that to the
broader understanding of marketplace and partnerships. Wagner (2012), in analysing the
same video segments, has shown that laughter plays an important role in the activity.
Participants laugh when one or more participants reposition themselves and thus breach
the game order (Wagner 2012): precisely when participants discover a new way of looking
at each other’s roles and relations. Wagner also notes the difference between how
company representatives with an actual stake, and participants from outside, act. We
observe that the combination of inside and outside views is probably necessary to bring
about the discovery process.
The way we have come to explain the success of the staging process is that to innovate a
business model we need to be prepared to rethink roles and relations in the value network.
Acting is a simple and fast way of experimenting with new roles and relations. The staging
process turns abstract business relations into something that people can actually experience,
and their experiences of line of sight, relative distances, etc., in the physical space make
them think about how business relations in ‘real life’ may change in similar ways.
4. Business innovation as design moves
The concept of ‘design moves’ can help us to understand how the experiments with
redefining concepts, roles and relations may foster innovation. Schon (1992) argued that
Transcript 4. Participants locate themselves in the space to show how the business partners wouldrelate to one another. (Transcripts from the Gloveler case are translated from German.)
COMPETITORS ON THE SAME LEVELTraveller: I think I’ll stand in between. I look at the different platforms on the Internet and enjoy theones with a broad offer of holiday apartments.(5min later)Platform (looking and pointing at landlord): Then the positioning isn’t quite complete.Landlord: I would stand behind you two, theoretically; I want him (points to traveller), I look on theInternet how to get there.(1min 20 sec later)Platform: But we (Gloveler þ competitor) would be on the same level, really. (laughter).Competitor: No, get back (laughter) . . . .
LandlordCompeting bookingplatform
Traveller
Gloveler bookingplatform
Figure 6. Landlord and traveller can see each other, but the Gloveler platform and its competitorsact as a filter between them. Gloveler realises that he should be level with the competition and stepscloser.
J. Burr et al.66
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
an essential part of a designer’s practice when developing design concepts is to make mini-
experiments or ‘moves’. These may take the form of lines on a sketch, or material
rearrangements, which are then evaluated and suggest further new moves and courses of
action, in a ‘seeing–moving–seeing’ process (Schon 1992, p. 5). In our cases participants
are not designing buildings or products per se, but the business innovation activities we
engage in carry traits quite similar to design practice. Participants are not literally drawing
on paper like the architects in Schon’s exemplar but we may look at the use of objects and
the play with people as alternative ways of ‘drawing’ futures.
Central in Schon’s work is the role of qualitative judgements as ‘appreciations’ of a
new situation. With a new move, an intention is not fully established at the outset, but
develops through appreciations, as a ‘conversation’ with the process of transformation. He
suggested that we should see designing as ‘a reflective conversation with the materials of a
design situation’ (Schon 1992, p. 175). Similarly, in the mapping and staging methods we
describe here, participants cannot appreciate the new situation they intend until they have
made a move (suggested a new silver object, shifted its position on the board or moved
themselves into a new position in the space). Once they move, the new situation will
provide what Schon called ‘backtalk’ in how the new situation is seen or felt, in how other
participants react, and so on.
What can we learn by looking for ‘design moves’ in the two cases? We have identified
two different kinds of move that seem to have significant importance for innovation to
happen: concept shifts and role shifts.
Concept shifts are moves in which participants discover new meanings of the words
they use. In daily conversation, the meanings of words we use are seldom up for
discussion. But with the tangible objects that from the outset have no connotation relating
to the business under discussion, every object poses a question as to what we mean by the
concepts. The connotations become explicitly socially negotiated. The moves here are
associated with actual moves of the tangible objects.
An example from the Servodan case will show how such a ‘move’ in conceptual
understanding can come about. Here, an object (a wire brush) provides an incentive to
question whether the very concept that is discussed is relevant, and what precisely it
means. Early on, participant A makes a move in suggesting that a metal wire brush should
Transcript 5. What does ‘cleaning’ actually mean?
DOES CLEANING BELONG HERE?C: This cleaning there, I have difficulties relating to that.B: Well, I thought with cleaning it’s the same. With the light you have, for instance if you werepainting you can’t paint at night, because the light is wrong.C: That’s then the advisor, who says we need cleaning light. Servodan needs to provide cleaninglight, when you push a button. A requirement.B: But there might be environmental health regulations . . .D: There would be something about cleaning: If a fly finds its way under the white screen and getsinto the light.C: Then it’s a product property, what the company delivers.D: You don’t like this cleaning very much, do you?C: Well, it’s just that I . . . In my view it is difficult to see what influence cleaning would have as aninstitution between people, because other people design it in. ( . . . )D: Is it always the hotel itself that does the cleaning? Couldn’t it be outsourced?C: Of course it could, but it’s still them that need to pay for the service.D: But the price of cleaning will depend on many things. Also on whether your surfaces are easy toclean. ( . . . )C: OK, it could be the employees more generally.
CoDesign 67
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
represent ‘cleaning’. All nod consent, except for C, who has just left the table briefly to
fetch Post-it Notes, so that the team can write down what each object means. C returns and
starts writing out Post-it Notes for each object; in a sense, as the CEO he ‘signs off’ on the
decisions that the group has made one by one. When he reaches the wire brush he asks,
‘And this was what – cleaning?’ He does write down the word, but a little later he picks up
on the concept (Transcript 5).
While C struggles to find ‘cleaning’ relevant, the other participants offer various
meanings to the object: cleaning light, environmental health regulations, ease of cleaning,
an institution, a cleaning service, cleaning cost. So although they in the first instance agree
that ‘cleaning’ needs a place at the table, the very meaning of the concept comes up for
discussion. In the end C concedes that if they think of it more broadly in terms of hotel
employees the wire brush makes sense. This reflective fluidity, we claim, is one
precondition for innovation to occur: the willingness to question the very meaning of the
concepts we use in daily conversation, and make moves in the form of ‘what if it meant
something different?’
Role shifts are moves in which participants discover different configurations of the
roles the actors play. In real life it may be difficult for actors to imagine that they should
change their role; the very activity and purpose of what they do. Furthermore, it is difficult
to change roles unilaterally since roles are essentially relative: people and entities are
defined by reference to others, whether as individuals (e.g. parent–sibling) or
organisational (e.g. customer–supplier). But in role-play, exploring different roles is
precisely what is easy and encouraged: we can simply imagine we are someone else, or
that we do something else. The moves here relate to participants physically moving about
in relation to each other.
In the Gloveler session, there is an example of a very physical ‘move’ (Figure 7). At
this point there are four people in the room: Gloveler’s booking platform is positioned next
to a competing booking site, both standing between the customer (traveller) and the
service provider (landlord). The landlord notices that he can only see the two booking sites
from the back, as they are facing the customer.
A fifth person enters the room in the role of the potential new product: a booking
engine directly addressing the needs of the landlord. After some discussion, the
participants realise that the newcomer should actually stand back-to-back with the present
Gloveler booking platform, as they belong to the same company, but address customers
‘front stage’ and ‘back stage’. So now the landlord stands face-to-face with the new
booking engine. This suddenly changes the configuration and opens up a partnership
between the Gloveler booking engine and the otherwise competing booking site.
This is a fine example of a move made by one participant, in which he suggests a role
added to the network. When entering, he cannot appreciate the consequences of what he
suggests, but in the ‘reflective conversation’ with configurations, suddenly all participants
experience through their bodies that the relations change and thus open up for other
business opportunities.
The development of the new booking engine idea took place between workshops 1 and
2. We will not be able to prove empirically how much the workshops contributed to this
idea, but from the reactions of Gloveler executives we can say with some confidence that
the staging process helped them to think through what potential lay in the new value offer,
and how it might change the relations between Gloveler, its customers and its competitors.
Armin Harbrecht, one of the founders of Gloveler, shared his view with us: ‘The two
workshops influenced and strengthened our decision for the new positioning of Gloveler in
the competitive market. The methodology of staging our business model provided us with
J. Burr et al.68
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
a new view on our relations with customers and competitors. Furthermore, it was a great
way of communicating our strategic thoughts within the Gloveler team’.
The two methods bank on very different mechanisms but apparently achieve similar
results: one relies on reifying the value network partners with tangible objects, whereas the
other relies on participants themselves personifying with the value network partners. Both
end up with a spatial map of the value network (on the table or on the floor) through which
the participants show that they have expanded their knowledge about who the stakeholders
are, which roles they play, and which relations they have to the product/service, and to
each other. In Table I we briefly compare the properties of the two methods.
In both cases we recognise Schonian design moves that drastically make participants
discover new potential relations in their value network. In case of the tangible mapping the
appearance of a new actor (cleaning), and in the staging case a potential role shift (competitor
turns partner) is triggered by a diversification of the value offer. The moves constitute small
experimentswith positions, roles andmeanings that trigger backtalk, both in participants’ own
experience of the new situation and in how the other participants respond.
5. Conclusions
We will claim that our research points two ways: not only can we better understand why
the two methods seem to ‘work’ in engaging participants in innovative conversations, we
Table 1. The main properties of the two methods.
Method Tangible mapping Staging
Partners are represented by Objects in relative positions onboard
People in relative positions inroom
Relations are represented by Connecting elements Body orientation, view, distanceWorks by Reification PersonificationMoves appear in the formof
Objects change meaning People shift their position
Moves are triggered by Physical metaphors Spatial experience
Landlord Competingbooking platform
Traveller
New glovelerbooking engine
Gloveler bookingplatform
Figure 7. The booking engine moves in back-to-back with the Gloveler platform, blocking the lineof sight between landlord and traveller. This suddenly turns the competitor into a partner.
CoDesign 69
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
are also able to make statements about how innovation comes about. We suggest that the
methods of tangible value network mapping and of staging business relations support two
types of design moves that are both central to innovating business models. One is daring to
question the concepts that we use in daily conversations. The tangible objects in the value
mapping activity bank on reification of abstract issues and encourage the questioning of
conventional concepts and the co-construction of new meaning. The other kind of design
move supported is suggesting shifts in the roles that actors play in a value network in
relation to each other. The staging activity introduces personification with the various roles
in a value network and encourages experiments with new or altered roles and immediate
feedback on what opportunities such role shifts would offer. Both methods will move
company employees out of their comfort zone and thus potentially create openings for
innovative thinking.
Acknowledgements
This article is based on presentations and discussions at the Participatory Innovation Conference inSønderborg in January 2011. In the conference track ‘Designing Innovative Business Models’ theauthors met and saw how their different approaches might compliment each other. We are indebtedto our industry partners at Servodan and Gloveler for playing along with the rather experimentalapproaches and making them make sense. Also thank you to our graduate students and colleagues,who supported the activities and the ensuing analysis of video recordings.
References
Allee, V. 2000. “Reconfiguring the Value Network.” Journal of Business Strategy 21 (4): 36–39.Ankenbrand, B. 2011. “Collectively Staging Business Models”. In Proceedings of the Participatory
Innovation Conference, 363–368, Sønderborg, Denmark. Sønderborg: University of SouthernDenmark.
Boess, S. 2006. “Rationales for Role Playing in Design.” In Wonderground, the Design ResearchSociety Conference, Lisbon. Lisbon: CEIADE – Centro Editorial do IADE. 1–4.
Brandt, E. 2005. “How do Tangible Mock-Ups Support Design Collaboration?” In Nordic DesignResearch Conference: In the Making. Copenhagen, Denmark.
Buchenau, M., and J. Suri. 2000. “Experience Prototyping.” In Designing Interactive Systems 2000,424–433. Brooklyn, NY. New York: ACM Press.
Burns, C., E. Dishman, W. Verplank, and B. Lassiter. 1994. “Actors, Hairdos & Videotape:Informance Design.” In Conference Companion on Human Factors in Computing Systems(CHI ’94), 119–120. New York: ACM Press.
Buur, J., and B. Matthews. 2008. “Participatory Innovation.” International Journal of InnovationManagement 12 (3): 255–273.
Buur, J., and R. Mitchell. 2011. “The Business Modeling Lab.” In Proceedings of the ParticipatoryInnovation Conference 2011, 368–373, Sønderborg, Denmark. Sønderborg: University ofSouthern Denmark.
Chesbrough, H. 2007. “Business model innovation: it’s not just about technology anymore.”Strategy & Leadership 35 (6): 12–17.
Climenhaga, R. 2009. Pina Bausch. Abingdon: Taylor & Francis.Cole, D. 1978. “Abstract Spaces: A Workshop Approach.” The Drama Review 22 (4): 43–54.den Ouden, E., and R. Valkenburg. 2011. “Balancing Value in Networked Social Innovation.”
In Proceedings of the Participatory Innovation Conference, 311–317, Sønderborg, Denmark.Sønderborg: University of Southern Denmark.
Gauntlet, D. 2007. Creative Explorations: New Approaches to Identities and Audiences. Abingdon:Routledge.
Heinemann, T., S. Boess, J. Landgrebe, R. Mitchell, and M. Nevile. 2011. “Making Sense of‘Things’: Developing New Practices and Methods for Using Tangible Materials in CollaborativeProcesses.” In DESIRE’11 – ACM Conference on Creativity and Innovation in Design,221–225, Eindhoven, The Netherlands. New York: ACM Press.
J. Burr et al.70
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13
Heinemann, T., J. Landgrebe, R. Mitchell, and J. Buur. 2014. “Narrating Value Networks throughTangible Materials.” Tamara Journal for Critical Organization Inquiry.
Heinemann, T., R. Mitchell, and J. Buur. 2009. “Co-constructing Meaning in InnovationWorkshops.” Objets et Communication, MEI 30–31, 289–304.
Heritage, J. 1984. Garfinkel and Ethnomethodology. Cambridge, UK: Polity Press.Johnston, C. 2005. House of Games: Making Theatre from Everyday Life. London: Nick Hern.Lubbe, A. 2011. “Principles for Business Modelling with Novice Users.” In Proceedings of the
Participatory Innovation Conference, 318–322, Sønderborg, Denmark. Sønderborg: Universityof Southern Denmark.
Mackay, W. E., A. V. Ratzer, and P. Janecek. 2000. “Video Artifacts for Design: Bridging the Gapbetween Abstraction and Detail.” In Proceedings of the 3rd Conference on DesigningInteractive Systems: Processes, Practices, Methods, and Techniques, 72–82. Brooklyn, NY.New York: ACM Press.
McCarthy, J., and K. Galvao. 2004. Enacting Participatory Development: Theatre-BasedTechniques. Sterling, VA: Earthscan/James & James.
Medler, B., and B. Magerko. 2010. “The Implications of Improvisational Acting and Role-Playingon Design Methodologies.” In Proceedings of the 28th International Conference on HumanFactors in Computing Systems, 483–492. Atlanta, GA. New York: ACM Press.
Mitchell, R., and J. Buur. 2010. “Tangible Business Model Sketches to Support ParticipatoryInnovation.” In DESIRE’10 – ACM Conference on Creativity and Innovation in Design, 29–33,Aarhus, Denmark. New York: ACM Press.
Morelli, N., and Tollestrup, C. 2006. “New Representation Techniques For Designing In A SystemicPerspective”. In proceedings from Engineering and Product Design Education Conference,Salzburg, Austria.
Normann, R., and R. Ramırez. 1993. “From Value Chain to Value Constellation: DesigningInteractive Strategy.” Harvard Business Review 71 (4): 65–77.
Osterwalder, A., and Y. Pigneur. 2010. Business Model Generation. Hoboken, NJ: John Wiley &Sons.
Oulasvirta, A., E. Kurvinen, and T. Kankainen. 2003. “Understanding Contexts by Being There:Case Studies in Bodystorming.” Personal Ubiquitous Computing 7 (2): 125–134.
Penin, L., and C. Tonkinwise. 2009. “The Politics and Theatre of Service Design.” In IASDR 2009.Seoul, South Korea. Kyunggi-do: Korean Society of Design Science.
Petersson, M., D. Randall, and B. Helgeson. 2002. “Ambiguities, Awareness and Economy: A Studyof Emergency Service Work.” In Proceedings of Computer Supported Cooperative Work,286–295. New Orleans, LA. New York: ACM Press.
Porter, M. E. 1996. “What is Strategy?” Harvard Business Review 74 (6): 61–78.Reason, P., and H. Bradbury. 2001. The Handbook of Action Research. London: Sage.Schleicher, D., P. Jones, and O. Kachur. 2010. “Bodystorming as Embodied Designing.”
Interactions 17 (6): 47–51.Schon, D. 1992. “Designing as Reflective Conversation with the Materials of the Design Situation.”
Knowledge-Based Systems 5 (1): 3–14.Schuler, D., and A. Namioka. 1993. Participatory Design: Principles and Practices. Hillsdale, NJ:
Lawrence Erlbaum Associates.Simsarian, K. T. 2003. “Take it to the Next Stage: The Roles of Role Playing in the Design Process.”
In CHI ‘03 Extended Abstracts on Human Factors in Computing Systems, CHI EA, 1012–1013.Fort Lauderdale, FL. New York: ACM Press.
Wagner, J. 2012. “Positioning and Re-positioning Self and Other in Staged Business RelationNetworks.” In Proceedings of the Participatory Innovation Conference. Melbourne, Australia.Melbourne: Swinburne University of Technology.
Xiao, Y. 2005. “Artifacts and Collaborative Work in Healthcare: Methodological, Theoretical, andTechnological Implications of the Tangible.” Journal of Biomedical Informatics 38: 26–33.
CoDesign 71
Dow
nloa
ded
by [
Uni
vers
ity o
f St
elle
nbos
ch]
at 1
1:53
15
Sept
embe
r 20
13