May 17, 2010

52) McDonald’s

wēi  danger

Further to my post on Clover Food Labs last week a couple of my [few] readers have said to me that they love Ayr’s entrepreneurial approach but that it’s unrealistic for larger companies to perpetually prototype and iterate.  Their logic seems to be in line with that of the great Stanford Professor, James March who has argued that it’s incredibly difficult for organisations to simultaneously be explorative (searching for new opportunities) and exploitative (maximizing the payoff from existing opportunities).  With this in mind, shouldn’t large companies stick to building their ‘exploitative’ muscles – extracting value from their existing opportunities until that opportunity is exhausted and them move on to exploration again?

机 jī opportunity

I don’t think so, mainly because in fast-changing markets the exploration would come too late.  In his new book ‘The Design of Business’, Roger Martin makes an eloquent case for the discipline of ‘Design Thinking’ – an approach that we at IDEO use to tackle the challenges our clients present us with.  Rotman explains that design thinking “enables the organization to balance exploration and exploitation, invention of business and administration of business, and originality and mastery”. Perpetual prototyping is one tool used by the Design Thinker to enable simultaneous exploration and exploitation.  It strikes me that McDonalds is an example of a company that manages it – it prototypes relentlessly and it’s certainly big – according to Fast Food Nation, nearly one in eight workers in the U.S. have at some time been employed by McDonald’s.  It prototypes in store but also through the team of Dan Coudreaut, Director of Culinary Innovation. Ideas can come from those in his test kitchen or from franchisees or suppliers, and are prototyped initially in the full size store and kitchen at the head office.  This broad source of inspiration followed by prototyping enables them to trial around 1800 new products per year of which only a handful make it into the stores – but when they do they’re nearly always successful.  It also reduces the risk associated with launching new products by revealing the broader impact, for example Coudreaut tried a product called the McDouble Cruncher which was like a cheeseburger with barbecue sauce and onions. Although it was hugely popular when trialed the team observed that consumers stopped buying quarter-pounders (a core menu item) – not a good thing for margins so it was dropped.

How About…

  • Aiming to be simultaneously in explorative or exploitative phases?
  • Prototyping whatever your company size, increasing the number of ideas that you  can test and reducing the risk of failure?

May 11, 2010

51) Clover Food Lab

wēi  danger

Starting any business is scary.  Starting any restaurant business is very scary.  It’s expensive to set up, there’s legislative hoops to jump through, location and menu are critical (and it’s tough to do market research before making the leap) and quality standards have to be maintained.  Finally, consumers are fickle so even if it’s initially successful you can’t rest on your laurels.  Surely you can only start by jumping in head first at the deep end?

jī opportunity

To the contrary, my colleagues Ryan and Colin (thanks guys) told me about Boston-based Clover Food Labs, a startup that has cunningly overcome these challenges.  Instead of committing to a site and launching a concept blind Ayr Muir has taken a more creative approach.  First, he took a job in Burger King solely to learn.  Once ready to go it alone, he decided to keep location flexible and costs low by opening a food van.  Muir tries different locations and menus with the goal of homing in on the right restaurant format.  Everything that Clover Food Labs does is in Beta (hence Labs) – it has taken some clever design to be so flexible.  For example, the truck itself is a giant whiteboard enabling Muir to edit menus instantly (see the image below).  In addition, Clover is completely open with the public – publicizing the bad stuff (see Muir’s Great Sandwich Disaster post here) in addition to the good stuff.  The open experiment approach seems to be working, I read that the van sells out often and mistakes seem to be less frequent – maybe Muir’s homing in on his restaurant format – it will be interesting to see if he can give up on the flexibility his van yields…

How About…

  • Starting small to learn? And staying in Beta forever?
  • Questioning every sacred cow?
  • Being totally transparent (even the bad stuff) to shorten the feedback loop and create a real dialogue with your consumers?

here’s a photo Colin took of the stall itself – with menu in progress…

May 4, 2010

49) Cranium

wēi  danger

In 1998, after spending a weekend playing games with some friends Richard Tate, a rising star at Microsoft at the time, decided that there was a gap in the market for a board game that used multiple skills.  He was so confident of the opportunity he quit his job and convinced his coworker, Whit Alexander, to join him. Instead of focusing on a general market need the two founders decided to design their game around a “moment,” specifically the moment when players “appear smart and funny in front of family and friends.” Together they designed a novel board game called Cranium – billed as “The Game for Your Whole Brain.” Initial feedback from friends and family was so strong they decided to place an order for 27,000 units from China.  However, with the order delivery date looming the team failed to get their product into the American International Toy Fair and hadn’t managed to sign up a single toy retailer.

jī opportunity

While drowning their sorrows in cups of Starbucks the team wondered why they needed traditional toy retailers at all, it struck them that other channels might make more sense, not least Starbucks.  After some persuasion the coffee chain stocked Cranium, the first time they had ever sold such a product and it was an immediate success.  The game went on to be the first board game sold by many other retailers too, including Barnes & Noble and Amazon.com.  Cranium then developed a series of other products, making sure that they stayed true to their brand by remembering the acronym CHIFF (clever, high quality, innovative, friendly, and fun) as their guiding principle.  By developing great new products and selling them through new retail channels the company has sold over 22 million games – making it the third largest games company in the world.  Whit and Richard sold out to Hasbro in 2008 for $75m…

How About…

  • Optimising products or services around an important “moment”?
  • Distilling your brand down to its DNA to help choose brand extensions wisely (acronym optional)?
  • Questioning traditional channels, instead asking yourself where your target customers tend to congregate?