2. Digital transformation is a fundamental challenge for all organizations and
markets. The nature and the rate of transformation take on multiple forms and
sizes to reflect the differing realities of business and commerce today.
The digital economy has become part of "real world" economies at an
astounding rate
As new digital channels arise between organizations and consumers, new
patterns of consumption are redefining B2B, B2C and C2C scenarios. New
business models and a wider range of evaluation metrics require rethinking the
economics and the value chains of both business and administration.
Digital Strategies have become building blocks of successful businesses
in the 21rst century
These strategies provide foundations for reducing costs, optimizing the supply
chain, personalizing products, services and experiences, and encouraging
innovation.
Three challenges in harnessing the power of Digital transformation
The challenge of Appropriation #DigitalRevolution
The democratization of digital interfaces and the diversification of data sources
have greatly multiplied the interactions between organizations, employees and
consumers. The appropriation of Big Data and Little Data has become key
business drivers for business everywhere.
The challenge of Mobility #MobileBusiness
The context of business is changing in markets in which capital, goods, and
consumers are increasing mobile. These trends have put traditional best
practices to the test, redefining work and life styles.
The challenge of Consumerization #Consumerization
The different realities of the consumer journey have pushed businesses to
focus less on their product or service offer and more on the quality of the
customer experience.
Addressing these challenges requires developing both management and
leadership capable of accompanying change management within organizations
based on the primacy of information, context, and the co-construction of social
and professional networks designed to identify the evolving needs and
objectives of internal and external customers.
3. Why propose a Digital Transformation specialization?
Digital transformation implies a new approach to education, work, and
leisure time activities. More than a simple Web marketing strategy, digital
transformation suggests new use scenarios around physical and digital
technologies in the production of products, services and experiences.
Design4Change is anchored in the belief that people are the source of
innovation and creativity.
Succeeding in business today requires understanding internal and
external customer motivations and expectations. The World Wide Web is
no longer limited to the production and communication of marketing
content; the Internet has become a tool that can help individuals and
organizations understand the different logics of finance, supply chains,
production, and sales inherent in business.
.
Which student profiles will be interested in this
academic track?
We have designed this major for students looking to build their
careers as managers, consultants or entrepreneurs in small
and medium sized businesses, as well as the major
corporations. The ideal candidate will already have a working
knowledge of Web and mobile technologies, but will be looking
to understand the strategic value of these technologies in
managing companies or organizations and their eco-systems.
This specialization requires both conceptual and practical work
in a number of fields and projects that are targeted today by
digital transformation. The students will be exposed to a work-
based pedagogical approach in their exchanges with faculty,
consultants, and corporate suppliers and clients.
What is your pedagogical approach?
Design4Change has been constructed with the input and
suggestions of the major consultancies and suppliers in this
area. The goal of the major is to produce qualified candidates
for positions in consulting groups, suppliers and end-user
organizations for the positions of line manager, technical
product or service manager, line manager, project head,
consultant, design officer...
4. What is our pedagogical approach?
Our pedagogical approach is based on the 4P's of digital transformation :
information technologies can impact our conception of the workplace
(Place), our use of technological platforms (Platforms), our ability to
understand, explore and resolve business challenges (People), and our
management practices (Practice).
What concretely will the students be doing inside of class
(and out)?
The different modules of the major will explore in turn the challenges and
opportunities of Design Thinking, Management Innovation, enterprise
and mobile applications, as well as the current and near future realities of
Big Data, Gamification, Social Commerce, and the Internet of Things.
Specific attention will be given to their application in Intra- and
Entrepreneurship, as well as in Social Innovation.
Each module proposes a common pedagogical approach based on case
studies and professional experience. Within each module, the students
are invited to define the targeted commercial and industrial issues, to
identify the clients' needs and motivations, to ideate the potential
response and to prototype the resulting products, services and
experiences.
Who will facilitate this offer and what are their
qualifications?
This major is overseen by resident faculty with thirty years of
combined industrial experience working with Berger Levrault,
Ernst&Young, Hewlett Packard, IBM, Microsoft Europe, and
Oracle.
The course speakers and facilitators represent the major
actors in this area: the major consultancy groups, industry
start-ups and major corporations.
Where can we learn more about this major?
The program portal, accessible from the beginning of May
2015 using your PC, tablet and/or Smartphone offers
complementary information on the program's objectives,
resources, and deliverables, as well as feedback from former
students.
http://DSign4Change.com
5. Kees Pronk
Sr. Director
Customer & Partner Experiences
Microsoft WE HQ
”
“Investing in understanding the Digital
Transformation that organizations
have to go through is currently the
best investment a student can make
Parrain 2015-2016
7. ILOs
The participants will be able to:
Understand the managerial challenges of digital transformation in
organizations
Create or contribute to a start-up by integrating the lessons of digital
transformation
Understand how to adapt enterprise and mobile applications to
emerging use scenarios
Put Design Thinking into Practice
Integrate a strategy around Big and/or Little Data, social networks,
and /or IoT in an strategy of continuous productivity
Create an ecosystem of products and services around customer
experiences
10. DSign4Business
DSign4Business proposes a vision of digital transformation based the 4Ps - People, Place,
Platform and Practice.
Two modules #DesigninPractice and #BusinessModelnnovation focus the participants'
attention on how technology has constantly shaped the nature of business. Specifically, the
participants will examine the influence of physical and digital technologies on how we take
decisions, how we use the "workplace", how we design information platforms, and how we
practice business today.
This course explores how managerial practices
can benefit from integrating or combining the
tenants of Design Thinking. Anchored in recent
case studies and expert testimony, we propose an
approach to business innovation grounded in
managerial practices, change and community
management, and the appropriation of physical
and digital technologies.
We begin our discussion with a review of the
foundations of scientific management. We will
then turn our attention to the value proposition of
Design Thinking in order to identify the methods
and processes that can improve managerial
practices. We introduce the 4Ps of Design in
Practice (Place, Platform, People and Practice)
and illustrate each using case studies taken from
a wide variety of industries. Finally, we explore the
challenges and opportunities for implementing this
vision in large corporations, small business, and
entrepreneurial activities.
Innovation, adapting ideas or inventions into
goods and services with perceptible customer
value, represents one of the most profitable
strategies in modern economies. The current
challenges of the financial crisis, hyper-
competition, jobless growth, etc. can be
addressed with new visions, new concepts, new
visions, and new management practices.
The module on Business Model innovation
encourages module participants to appropriate
and apply recent concepts and models of
management and business model innovation.
Students are invited to explore the pertinence of
open innovation, two-sided networks, business
and customer value creation, and the
monetization of services and experiences.
The pedagogy is build around case studies of
current industry leaders, including Microsoft,
Amazon, Google, Facebook and Apple. Class
discussion will focus the challenges and
opportunities of the models, practices, and metrics
of each business model.
Course #1
Design in Practice
Course #2
Business Model
Innovation
11. DSign4Transformation
The DSign4Transformation track proposes a vision of digital transformation built upon an
analysis of the historical challenges of corporate computing. #EnterpriseApps and
#MobileBusiness survey the evolution of enterprise information systems. Because Big Data
today represents one of the principal levers of digital transformation, specific modules on
#BigData and #LittleData explore the managerial, organizational and technological
considerations in redesigning corporate information platforms around non-structured user-
centric data.
This course focuses on understanding, applying
and leveraging innovative technologies in the
extended enterprise: enterprise resource
planning, supply chain management and
customer relationship management. The course
will stress the importance developing
managerial competencies around the
assimilation of new forms of technology, the
appropriation of IT in the way we work, the
enrichment of core competencies to deploy
enterprise technologies as a foundation for
business value.
Participants will be working to develop their
knowledge and skills such as Identifying
business needs for Enterprise Technologies;
Evaluating how different forms of IT can
facilitate communication in business;
Understanding how IT can assist operational
managers in planning, implementing, and
evaluating work.
What is the difference between the Mobile
Business and Mobile Apps? How does the
increasing mobility of capital, goods and
consumers modify traditional business
processes?
What needs to be identified in a requirement
study, as well as in the methodology and
architecture of the proposed solution? What use
scenarios need to be nurtured during the
project? How do mobile apps modify the means
with which we measure productivity?
This module identifies the challenges,
opportunities, relevant case studies, and future
scenarios of Mobile Business. Based on Case
studies from Europe and the States, this module
explores the technologies, opportunities, and
challenges of the Mobile Business in the months
to come.
.
Course #1
Enterprise Apps
Course #2
Mobile Apps
12. DSign4Transformation
Course #3
Big Data
Course #4
Little Data
Big Data can be defined as the ability to harness
information in novel ways to produce useful
insights on consumer goods, services and/or
experiences. As firms shift the emphasis of
corporate computing from processing internal data
to mining external data sources, Big Data can help
organizations better understand how internal and
external customers use their products and
services, and this adapt their offers.
This short course identifies the challenges,
opportunities, relevant case studies, and future
scenarios of Big Data. The ability to take into
account these structured and non-structured data
is both a significant challenge and real opportunity
for organizations today whether it be on a
business, technological or functional level.
Little Data is what we know about ourselves: our
behavior, our motivations and our objectives. If
commercial interests in understanding social or
market behavior motivate the current interest in
Big Data, the drivers of Little Data are tied to a
broader understanding in the behavioral sciences
of how individuals achieve their personal and
professional goals. This course focuses on
understanding, applying and leveraging
technologies in understanding the challenges and
opportunities of Little Data: how individuals define
and rank issues and challenges, how they deal
with these challenges, and how they measure
success. The course will explore the nature and
impact of Little Data, stress the importance
developing managerial competencies around data
analytics, and highlight the potential applications
of Little Data in business and industry.
13. DSign4Networks
Course #1
Social Business
Course #2
The Internet of Things
The DSign4Networks track underlines the primacy of social and professional networks in
business today. As communities of practice both encapsulate and influence "user"
experiences, C2C channels compete with traditions visions of B2C and even B2B in shaping
research, production, and service scenarios. In this context, the #SocialBusiness module
uncovers the explicit and implicit opportunities of the experience economy, while the #IoT
module demonstrates how "phygital" technologies today condition the reach and the
pertinence of our networks in business, administration and leisure time activities..
What does Social Business mean today? What
are the specific value propositions of CRM,
Social Network Analysis and Social Business?
What needs to be identified in a requirement
study, as well as in the methodology and
architecture of the proposed solution? What use
scenarios need to be nurtured during the
project? How can we evaluate the results?
Social Commerce is a business strategy
designed to promote strong internal and
external customer engagement. The objective is
to put in place a technological infrastructure
capable of capturing and enriching customer
conversations within key business processes.
The business value of this strategy is tied to the
organizational capacity to account for customer
objectives and motivations. Based on Case
studies from Europe and the States, this module
explores the technologies, opportunities, and
challenges of Social Business in the months to
come.
IoT describes a world where physical objects
are seamlessly integrated into the information
network, and where the physical objects can
become active participants in how people
interact with their business and social
environments.
Sometimes referred to as The Internet of
Everything, this vision describes uniquely
identifiable objects, tagged by technologies that
contain information on their identity, status,
location on the Internet. These cyber objects
can then be assistants, advisors, decision
makers, etc.; and can be used as levers to
change existing economic or organization
models.
Designed around recent experiences and
European case studies, explores the
technologies, opportunities and challenges of
IoT in the months to come.
.
14. DSign4Value
Course #1
Design Thinking
Course #2
Social Innovation
DSign4Value consider business value as the heart of the customer experience rather than a
simple accessory in a product or service offer. Memorable experiences aren't produced on
the factory floor, but on the front line of customer challenges and opportunities. The
#DesignThinking and #SocialInnovation modules focus on techniques and tools designed to
help participants identify, elucidate and dissect “things that matter”.
Design Thinking is a cognitive process based
on user experiences. The foundations of Design
Thinking include observation, empathy, and
segmenting consumer needs, prototyping
potential solutions and continuous focus on
improving use scenarios.
This module places Design Thinking in the
context of entrepreneurship: students are
challenged as "entrepreneurs" to create an
innovative start-up producing measurable
business value. Along each step of the creative
process, students are invited to minimize the
uncertainty of the potential success or failure of
their efforts.
As a result, students will continuously refine
both the working hypotheses concerning the
usability of their product, service or experience
offering and the overall coherence of the
proposed business models.
This workshop has been designed as a
collaborative exercise to help the students
explore and apply the concepts of Design
Thinking and Digital Transformation within a
framework of Social Innovation.
Social innovation offers its proponents a unique
laboratory to develop practical solutions to the
major challenges of contemporary society. This
specific form of innovation is defined by its
objectives that are inherently intertwined with
entrepreneurial, social, and human ecology.
Whether the innovation is a result of technology,
organization, or human experience, social
innovation is produced collectively as function of
its impact on its environment. Beyond notions
of competitive advantage, social innovations are
evaluated in its capacity to produce measurable
benefits for the collectivity.
In the workshop itself, participants are asked to
observe, emphasize and segment community
needs in partnership with local and/or regional
authorities. In the context of a Social Innovation
Challenge, the students will prototype and
promote contextual solutions and propose
appropriate evaluation metrics.
.
15. DSign4UX
« In an economy in which information is
everywhere, capturing the consumer's attention
is a prerequisite to success »
Gamification implies the use of gaming
techniques designed to influence individual or
group behavior. Gamification is increasing
present in the design of Web and mobile
platforms, as well as in the fields of marketing,
communication, human resource management,
education and professional training.
Well-designed recreational and "serious" games
capture the public's attention. Millions of people
play video games each day. Gaming today is
one of the principal strategies used to both
strengthen consumer engagement and enrich
interactions between business and consumers.
Gamification uses the developed in the gaming
industry to engage, to teach, to entertain, to
measure, and to improve the perceived use of
products, services and experiences.
The objectives of this model are to introduce the
concepts game thinking and game mechanics,
examine their application in various business
strategies, and discuss their potential
applications in the near future.
Course #4
Gamification
The success of web and mobile platforms is
essentially defined today by the number of
active users and the strength of the
communities of practice they engender. Growth
Hacking provides a new vision of how to grow
Web-based enterprise. The specificity of Web
Hacking is to provide a comprehensive Web
strategy to maximize the growth of the platform
("eyeballs", user frequency, revenues). IIn
practice, Growth Hacking is a systematic study
of the "conversion rate" of an Internet platform
ranging from "site" visits to generated revenue.
Specific steps include acquisition (SEO, SEM,
press relations, e-mailing, etc.), activation (the
interaction of the visitor with the platform
including inscriptions, newsletters, etc.),
retention (repeat visits, time spent in the canal),
referrals (the visitor becomes a trusted advisor),
and revenue generated through paid services.
This module on Growth Hacking introduces the
participants to this vision, exploring the methods
and tools used at each step of the customer
journey, as well as the tests and analysis of the
data generated by various platforms.
.
Course #3
Hacking for Growth
As the creation of memorable experiences
requires a clear understanding of customer
motivations, objectives and actions,
DSign4UX gathers two essential dimensions
in fostering involvment. The
#HackingforGrowth module provides a
comprehensive strategy to enrich the
customer experience through Web based
information platforms. #Gamification
combines gaming theory and game
mechanics to explore how the levers of
passion and engagement can contribute to
business value.
16. DSign4U
Course #1
Practice, Practice,
Practice
Course #2
The Quantified Self
Students in the Quantified Self course will
explore how different approaches to individual
well being can improve our productivity and
effectiveness.
The pedagogy of this module is constructed
around a series of discussions, directed
research and personal work to explore the limits
and possibilities of the Quantified/Qualified Self.
Class discussions focus on case studies and
personal testimony to gauge the impact of
technology on the individual and collective
performance.
At this end of this module, students will be able
to understand the historical roots of the
Quantified Self, to explain the potential value of
information in the conception, implementation
and evaluation of these technologies, to explore
how a Web Service works, to elucidate the
issues behind the notion of personal productivity
and to identify the challenges and opportunities
of this approach in the workplace
The aim of this integrative workshop is to
transform pedagogy into practice. The module
runs the duration of the track, allowing the
students to apply the concepts, tools and
methods introduced in the different modules of
this specialization.
The deliverables of the module include
scanning the market to identify appropriate
customer challenges to study in business,
administration or society at large, designing
operational frameworks to segment customer
needs, adapting physical and/or digital platforms
to address these challenges, elaborating
evaluation metrics and analyzing the data to
benchmark potential solutions, and
communicating the findings both inside the
community of practice and out.
The pedagogy of the Practice, Practice, Practice
module will be determined in function of the
projects the students propose at the beginning
of the year. The issues and challenges
identified in each project are fed back by the
students into the others modules as the year
develops.
Creating value is a contact sport. The DSign4U track highlights social interactions,
teamwork, and personal balance. #PracticePracticePractice invites students to apply
concepts and pedagogy into practice. #TheQuantifiedSelf module provides concepts on self-
knowledge through self-tracking.
17. “Data is the petrol of the 21st century. Fueled by the
massive use of social media, the explosion of IoT, the
adoption of the Quantified Self and the digital
transformation of enterprise, the market of Big Data is
growing at an astounding rate. The Boston Consulting
Group calculates that the value of personal data of
European consumers will approach one trillion Euros
between now and the end of the decade. The French
government estimates that the national market will be
worth nine billion Euros and create 137 000 new jobs”
Le Monde, March 15, 2015
“Métiers de la data : les 4 profils que l'on va s'arracher”
Data Scientist
Design Officer
BIS Chief Digital Officer
Digital Project Analyst
Digital Strategy & Solutions Lead
Digital Transformation – Consultant
Digital « Quality » Manager
Head of Digital Channels
Head of Digital and Customer Engagement
Head of Digital UX, Data & Tech
Head of Digital Media
Entrepreneur
Line Manager
Etc.
Jobs
18. Portal
http://DSign4Change.com
Follow DSign4change on
The portal DSign4Change.com is designed to:
Provide a central information hub for course participants
Identify the evolution of the students’ needs and objectives
Introduce the course facilitators
Describe and document the learning experience(s)
Promote the DSign4Change community
Curate targeted research themes and discussions
19. Revue
Our interactive revue DSign4.Biz will help you to
Discover and discuss the latest trends in digital transformation
Curate and enrich pertinent academic and trade articles
Create a community of practice inside school (and out)
Build a collaborative knowledge base
Identify job and consulting opportunities
20. Alumni
« This course will of great use in my future career as you’ve presented
a variety of innovative ways to think about the application of enterprise
applications to improve organizations. …This course has really
opened up my mind to what technology can do for people and has
really enlightened how I will think about ideas for technology
enhancing organizations going forward. The value cube was excellent
as well – absolutely phenomenal way to think about technology in
context of organizations » MK 2012
« The conflict, competence, vision, metrics really benefit my sight of
management and business itself. Thank you very much for not just
delivering the info but also a way of thinking to me » TS 2011
« The conflict, competence, vision, metrics really benefit my sight of
management and business itself. Thank you very much for not just
delivering the info but also a way of thinking to me » TS 2011
« Well this might be surprising but although I took my bachelor degree
on computer science and information systems, for the first time in my
life I feel that Technology is important and people who knows how to
use it right are the smarter…. I think I want to inspire others like you
did with us..so I think this course has changed my thoughts and gave
made me not feeling sorry for spending the last 4 years studying about
technology. Thank you very very very much, this was one of the
greatest courses I have ever had » SH 2012
« Learning to think about how to leverage IT to solve conflicts is just as
important as learning how to use it » CS 2011
« This track has been very unique, allowing students to work within teams to discuss ideas, opportunities and
potential limitations of information technology. Through discussion and the analysis ... we have had the opportunity
to gather first hand experience of potential working environments which we may encounter in the future » JS 2015
« This module has helped me focus technological and innovative ideas, critical thinking, and managerial
competencies » GA 2015
« Yes! I met an awesome teacher who taught me how to use information system technologies to help me with future
management practice. I learned how to think differently and how to give my challenges a happy ending » ZM 2015
« I realised many things through this module that surprisingly I didn't know so far. The notion that information
technologies are not only to create new things and constantly evolve with no meaning simply to impress. Information
systems should have a purpose that is to foster innovation and productivity. And not all technologies are good and
effective if they not truly make our lives easier » LG 2015
« This module has provided us with a new perspective towards looking at businesses and even ourselves. It outlined
how the consumer trust is changing and how they do not trust on what businesses say today, but only on their
networks. This module will definitely help me to think in a different way to use information technology to foster not
only just sell their products or services in an organisation but productivity and address to customer problems in a
way that they can rely upon, trust and create value from the experience that they gain » PK 2015
« The course makes us understand the importance of many things like networks and connections that you see all
around you in day to day but you never really sit down and analyse it's real potentials. By looking at interesting
examples that you wouldn't come across on your own, you realise the importance of creativity and the endless
possibilities that IT has to offer. How some small change in something that is already existing can build a successful
business . We have been introduced to some very interesting tools .. I personally loved the flipboard and I will be
using it a lot for reading up and exploring new things. It has been a great experience » PC 2015
Alumni feedback on previous courses around DSign4Change