2. • Who’s with us today? Product that made a mark on you?
• Product design - a “new” dawn
• Revolut Case Study – banking service / product example
Aloha!
6. User
It’s not about whether your organization values “design.” It’s
about whether your organization truly values humans.
~ Kim Goodwin, @kimgoodwin
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15. 1st Principles Thinking
1. Identify and define your current assumptions.
2. Breakdown the problem into its fundamental principles.
3. Create new solutions from scratch.
Doubt deeper by asking deeper questions.
Deconstruct the problem.
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17. 3. Think beginner / different / younger
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Perspective Shift / New Reality / New Curve
18. Naïve Realism
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Psychological principle: naive realism.
[It means that] even though your belief about the way the world is
just seems so compelling or so self-evident, it doesn’t mean that it
really is [true].
Whenever we reach a conclusion, it just seems like it’s the right
one.
In fact, a lot of what we see and conclude about the world is
authored by our brains.
Once you keep that in mind, hopefully, it does give you pause, to
think about how you might be wrong, or to think about how
another person might have a case. And you might want to hear
them out.
https://www.vox.com/science-and-health/2019/1/31/18200497/dunning-kruger-effect-explained-trump
35. Value – Layer 1
P: people charged a lot (unknown high amount) for transactions when abroad >
S: Ensure to exchange money at the best possible rate >
V: do it automatically (no cognitive effort) + save money.
UX: Ease of use. Speed of use (1s). Transparency.
$: 0 cost.
<>: Super fast money exchange between users.
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36. Invite for sign-up by a message link. From web, referral.
Sign-up process below 15 min. > Do it on mobile. Auto enroll.
Onboarding, fast and simple.
Change PIN code > Through mobile.
Freeze / unfreeze card in app. > 0 fee.
Geo-located system to block suspicious transactions.
Vault. Rounding-up saving. Saving for …
Oversees medical insurance.
Multi currency Biz accounts in 5 mins!
Value – Layer 2
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37. GIFs in messages.
Weekly spending report.
Text in transactions.
Side of the physical card is blue.
Shipping of the card in 2 days.
Requesting money, sending money also by link.
Magnetic bounce in packaging.
Value – Layer 3
*User delights. Someone deeply cares.
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39. Aim:
“one of the largest financial-services
companies in the world.”
~ Nikolay Storonsky, Revolut, CEO
https://www.bloomberg.com/news/articles/2019-03-21/in-revolut-s-rush-to-be-uber-of-finance-mobile-bank-tests-limits
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42. Why?
Metal Card?
How does metal enhance the paying experience? Why Metal?
Emojis within transfers?
Banking for a generation not understood (yet),
driving growth.
GIFs in messages?
Say what?
Canyouimaginepitching
thosethingsthrougha
regularbankapproval
process?
1yr?2yrs?Never?
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44. From
making people want products
to
making products people want.
John Wilshire, Smithery.com
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45. Value or die.
Rants of slow support.
From a free product. That help ppl
save money, is super user friendly and
just works.
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46. Value Vs. Effort
The amount of effort you put into making something
means nothing to the people that use it.
The only thing that matters is how much value they get
out of it.
Sean Rose, @seanrose
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47. No bueno
Poor support (for free users …)
Advertising: Single-shaming …
https://www.telegraph.co.uk/technology/2019/02/08/single-shaming-revolut-banking-ad-probed-city-watchdog/ 47/56
48. The process is in the way of the organization.
The organization is in the way of the process.
Revolut 400 zaposlenih. Junij 2018. 2019 => 4 million customers.
Nova KBM konec leta 2017, 1400 zaposlenih. => thousands of customers.
https://siol.net/posel-danes/novice/nova-kbm-zmanjsuje-stevilo-zaposlenih-465889
Value – Old Banks
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49. “It’s not about the machine, it’s about
the machine builing the machine”
~ Elon Musk
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50. “Business Design is the
new Product Design.”
~ me
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Build a company (bank) that can fast track to innovation.
60. Nassim Nicholas Taleb, Antifragile: Things That Gain from Disorder
Antifragile
Some things benefit from shocks; they thrive and
grow when exposed to volatility, randomness,
disorder, and stressors and love adventure , risk,
and uncertainty.
Yet, in spite of the ubiquity of the phenomenon,
there is no word for the exact opposite of fragile.
Let us call it antifragile. Antifragility is beyond
resilience or robustness.
The resilient resists shocks and stays the same; the
antifragile gets better.
This property is behind everything that has changed
with time: evolution, culture, ideas, revolutions,
political systems, technological innovation, cultural
and economic success, corporate survival, good
recipes (say, chicken soup or steak tartare with a
drop of cognac), the rise of cities, cultures, legal
systems, equatorial forests, bacterial resistance …
even our own existence as a species on this planet.
And antifragility determines the boundary between
what is living and organic (or complex), say, the
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64. Digital is data driven.
[data+design]
Find noise in the signal.
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65. https://twitter.com/i/status/1107688160958562304
Data
Purpose driven nature of data.
It always starts with a problem.
You are trying to derive something.
Data can help you answer a question.
Get right data. It’s not the data, but how you use
it. Weave the data into your product story.
Data cannot tell you everything.
Data is interested in causality (causal
relationships, IFTTT). Because that is how you
derive power.
Derive knowledge is what data is for.
Data is no good if you don’t understand what it
can and cannot do.
You can derive knowledge from data in a
multitude of ways.
The data needs to add up to something that is
valuable for you to know.
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66. https://www.inc.com/kevin-j-ryan/the-ingenious-reason-snapchat-makes-its-app-so-hard-to-use.html
https://news.greylock.com/intuitive-design-vs-shareable-design-88ff6bb184bb
Level: Jedi
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Plan, test and innovate for …
Sharable design.
The Snapchat app uses a principle Elman refers to in a
new blog post as "shareable design": the idea that an
interface is best understood when explained by someone
else.
That type of design often is best applied to social-media
platforms, and even more so ones used largely by teens.
It's pretty likely that, in the course of using a new app, a
16-year-old is going to show it off to his or her friend.
That interaction adds value for both the newbie, who
gains knowledge about the app, and the explainer, who
feels the joy of teaching someone something they didn't
know.
67. Not enough
Time
Not enough data
(or not exact data)
Ambiguity
everywhere
Various
stakeholders
The real World
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72. Thinking about how to improve the exp:
- how to make it interesting?
- How to make it valuable?
- How to make it enjoyable?
- How to be more engaged?
- …
… download …
… page numbers x/42
… dimming the points …
… storylike unfolding …
… rigid structure …
My part.
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