Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Product Design
Phase 1:
Opportunity Identification and Selection
Phase 2:
Concept Generation/ Ideation
Phase 3:
Concept Evaluation & Screening
Phase 4:
Development
Phase 5:
Testing & Launch
What Is Design?
Has been defined as the synthesis of technology and human needs into manufacturable products. In practice, design can mean many things, ranging from styling to ergonomics to setting final product specifications. Design has been successfully used in a variety of ways to help achieve new product objectives. One thing it is not: prettying up a product that is about to manufactured!
Behavioral Responses
Aesthetic Evaluations
Context
Develop the norms carefully for a specific market and for specific launch practices Examples:
Services: 45% chance that the definitely would buys actually will buy; 15% for the probably wills Consumer Packaged Goods: 70-80% chance that the definites will buy; 33% chance for the probably wills
After examining norms for comparable existing products, you determine that: 90% of the definites 40% of the probables 10% of the mights 0% of the probably nots and definitely nots will actually purchase the product
90% of the definites (5% of sample) = .045 40% of the probables (36%) = .144 10% of the mights (33%) = .033 0% of the last 2 categories = .000
Sum them to determine the %age who would actually buy: .045+.144+.033= .22 Thus, 22% of sample population would buy
(remember: this % is conditioned on awareness & availability)
To remove the conditions of awareness and availability, multiply by the appropriate percentages: If 60% of the sample will be aware (via advertising, etc.) and the product will be available in 80% of the outlets, then: (.22) X (.60) X (.80) = .11 11% of the sample is likely to buy
Sales Forecasts
ATAR
Figure 8.5
Units Sold = Number of buying units x % aware of product x % who would try product if they can get it x % to whom product is available x % of triers who become repeat purchasers x Number of units repeaters buy in a year Profit Per Unit = Revenue per unit - cost per unit
Figure 8.6
Buying Unit: Purchase point (person or department/buying center). Aware: Has heard about the new product with some characteristic that differentiates it. Available: If the buyer wants to try the product, the effort to find it will be successful (expressed as a percentage). Trial: Usually means a purchase or consumption of the product. Repeat: The product is bought at least once more, or (for durables) recommended to others.
Figure 8.7
Market Test
Sales Forecasts
Predicts pattern of trial (doesnt include repeat purchases) at the category level Works for all types of products, and can be used with discontinuous innovations
Figure 11.4
Important Feature
Once p and q have been estimated, you can determine the time required to hit peak sales (t*) and the peak sales level at that time (s*):
t* = (1/(p+q)) ln (q/p) s* = (m)(p+q)2/4q
Financial Analysis
Financial Analysis
How Sophisticated?
Depends on the quality/reliability of the data and the stage youre in Simple cost/benefit analysis or Sanity Check as 3M uses:
Early Stages:
attractiveness index = (sales X margin X (life).5 ) / cost sales= likely sales for typical year once launched margin = likely margin (in percentage terms) life = expected life of the product in years (sq root discounts
future)
Cycle Time Payback Period Break-Even Time (BET) = Cycle Time + Payback Pd.
Payback and Break-Even Times Discounted Cash Flows (DCF, NPV, or IRR)
year-by-year cash flow projections discounted to the present the discounted cash flows are summed if the sum of the dcfs > initial outlays, the project passes
Unfairly penalizes certain projects by ignoring the Go/Kill options along the way
(option values not accounted for in traditional NPV)
Payback and Break-Even Times Discounted Cash Flows (DCF, NPV, or IRR) Options Pricing Theory (OPT)
Recognizes that management can kill a project after an incremental investment is made At each phase of the NPD process, management is effectively buying an option on the project These options cost considerably less than the full cost of the project -- so they are effective in reducing risk Kodak uses a decision tree and uses OPT to compute the Expected Commercial Value (ECV) of a given project
Pts
No
Commercial Failure
KEY:
Pts = Prob of tech success Pcs= Prob of comm success $ECV = Expected commercial value $D = Development costs remaining $C = Commercialization/launch costs $PVI = Present value of future earnings
TRADITIONAL NPV (no probabilities): 40 - 5 - 5 = 30 Decision = Go NPV with probabilities: (.25 X 30) - (.75 X 10) = 0 ECV or OPT: { [(40 x .5) - 5] * .5} - 5 = 2.5 Decision = Kill Decision = Go