# #ξŷ #ŸƮ #ǰ #Һڰ
پ ΰ ô̴. 4 , , ΰ(AI) ϴ ô뿡 ִ. ȭϰ , 츮 Ȯ Ȯ ô뿡 ִ. ̷ ϴ Ͻ Һ Ģ ΰ? ٽ ڴ. ǰ ̿ϴ ü ΰ? ٷ, Һ̴. ̴ ô Ȳ ü Ȯϰ ش. , ƴ°, AI , ϴ , ִٴ . װ ϴ ɷ̶ Ѵ. ̴ ΰ ִ ̴. Һڸ Ѵٰ ϸ, ټ ̴. å Һ Pain Point ϰ ִ. Pain Point ͵ ̿ ˷ ״δ , ϴ κС , ͽ ǥڸ, Һڵ 屸, Һ Ҹ, ͡ ϸ ȴ.
Everybody hurts. ִ. ¼ Һڵ ٰ ִ. κ Һڵ ڽ ư ̷ Pain Point 巯 Ư Ѵ. å Һ Pain Point ߱ϴ ü ġ Ž谡 Ͽ Ѵ.
å ũ 3 Chapter ȴ.
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(1) ̽ Ҹ (2) Ǹ ģ ε (3) ũ Ż (4) տ Ƴڴ°, ߶ϰڴ° (5) AI ̱ (6) Connecting the dots (7) Anchoring & Reverse (8) õ絵 ö (9) (10) ϻȭ϶ 10̴. ʸ ó 鿩 Ӹ Ӽ Ѵ.
Һڿ ο ȸ âϴ Һ λƮ Ʈ̴. Һڵ ϰ Ȯ ǥ 5% ̴. ̷ 巯 ϴ ͺ, , ̹ м Ͽ ǰ ܼƮ âϰ /귣 ϴ 20 ̻ Դ.
SPC귣尣 , ̻, ǻ 귣 Ȱȭ , , ٵϿ콺, , ̴Ͻ, Ǯ, , , CJ, , ǰ ܼƮ , E-land Retail NC , ѱƮ, Ȩ ǰ Ŀ´̼ , Ŷȣڰ Z R5 ܼƮ , SK ȭǰ Ī , Ű, Ű , Ƹ 귣 , SONY, , Z ǰ ټ Һ ȸ Ʈ ߴ.
Ҹ 1Ģ Һڿ ̴. ̸ ϴ Pain Point̴. ̸ å д ΰ Consumer Insight Consultant Ǿ â ȭ ̲ ֵ, ̷а پ ʸ 5 С 10 ų ϰ Ǯ´.
ڼ ߳ IT/귣 ۴/ Һ ȸ縦 , ۴ Lemonade&co. ǥ Small Data Ȱ̴. 濵 ڻ ӱ ȫʹб ڻ հ , ǰ , Һ ൿ ϰ ִ.
δ Сٽ ǹ ߽ɡ (ڼ, ؿ , 丮Ÿ, 2019) ִ.
Prologue
Һ ٽþ
Intro
Consumer Blind Spot
1 Һ ٽþȿ Żؾ ϴ°
Ƴ 3ι
Һ Ʈο쿡 ָ϶
2 Һڿ 1:1 ִ°
ִ°
ƾ 彺Ʈ ½ CEO 2
3 ȿ ٷ , Ҿƹ
Chapter 1 Pain point ģ
1. Pain point ù
1?1. ڽ pain point ָ
ϱ
Ŀ ϰ ִٸ, ູ
Smokerΰ. 鼭 ٷ ,
ݿ °
1?2. ϻ pain point
ģ Ÿ ó ȯϰ
Ȱ
2. Pain point simple principle 2
2?1. ؿ pain point
2?2. (Simple Principle 1) ö Һ 忡 ٶ
ġ ϴ ۷
Spec ߿
2?3. (Simple Principle 2) ο
ATM
Consumer Insight One
ڵ鵵 ϴ pain point ġ
ŸƮ ڵ ϴ pain point
Chapter 2 Pain point Ž Big 5
Ž Big 1 _
1. Why
ܿ£ Ǫ ܵ ʿѰ?
ƻ ֵ Ѷ ߴ!
̱ ѱ, Ź, , Һ
2.
Ÿ ȭ
3. ο ͺ Ȱ
Ž Big 2 _ Һ (Consumer Journey Map)
1. Consumer Journey Map ù ° ҵ -Һ ܰ踦 ƺ Һ ü
Һ ܰ Step 4
ڵ . Ź ڱ ϳ 緯 ! ʿ
̹ ø Pre?Order
Mini Think Big
Һ ܰ Step 5
ΰ TVΰ, ü!
빮 ù Box
Һܰ Step 9 & 10 & 12
ǰ 鵵
̵
Һ ܰ Step 14
Һܰ Step 15
귣忡
2. Consumer Journey Map ° ҵ -Һ Blind Spot û
¥ CEO
̱ . Why? ׳ ġ
ݷ pain point ᱹ Happy Point!
Consumer Insight Two
Service Blue Print _ Deep Blue ϰ 鿩ٺ
One Shot , Happy Point
Բ ϴ pain point
Ž Big 3 _ ϴ
1.
Ʋ ڵ м
ӽ ̽ ÷
η縶 , ڱ °.
2. _ ϱ
ù ° Ģ
ؾ߸ Գ
̽ũ Ӿ
λ̵ ƿ ź 丮 ƴ°
° Ģ
ִ ϱ ȸ
° Ģ
߽ ֺε ̱ ֺε
° Ģ
ȭǰ տ Ͱ
Consumer Insight Three
Ethnography _ ֹκ ̹ ִ Һ
Ž Big 4 _ ε鸵 (DOODLING)
1. ϴ (vs) ϴ
2. ε鸵 ٸ â
డ ǾƳ밡
Facebook ٸ Face
IT
Dschool (Institute of Design at Stanford) ۰Ÿ
3. ĵ ä Story Telling
Ÿ ̵
Exercise One
¥ غ ȭ pain point ϱ
Թ Bubble Drawing
dz Dialogue Ballon
Consumer Insight Four
Prototype _ ˾ƺ
Prototype _
Ž Big 5 Big 5 _ ̹
1.
2.
ʸ ᱹ ̴
Retro ҽ
3. ̹
ϴ īݶ
Ÿŷ = ߽ɸ
Exercise Two
Z?met 䳻
Z?met
Chapter 3 Ž ٷ ִ 10
Ž 4
ù ° _ ̽ Ҹ
踤 Ǵ
ֹ غ Ǿ°
ŸƮ 鿡 ȸڵǴ ǹ (Pivot) ᱹ Clay Ӽ̴
° _ Ǹ ģ ε
÷ ڿ ȭ η ġ
̳뺣̼ Ʃ ¡ Ư
롯ΰ.
ٸ ְ Ʈʰ ֽϴ.
° _ ũ Ż
20% ȿ , 80% ȿ
ϴ ڵ
° _ Ƴڴ°, ߶ ΰ
ģ ڰ ϴ ̾߱⿹
ó ̴, ƴϾ, Ҹžü!
Ǹ Ӱ Ƴ, Ҹž ̾߱
¡ , ٽ ŻٲϿ,
ڷγ19 ô뿡 ½屸ϴ (Fuji)
Ž ù 4
ù ° _ AI ̱
Ÿ C ߰
ᱹ ΰ Ѵ
MIT ڸũ ٴ
° _ Connecting the Dots
̳ 츮
AI Ƹٿ
Fresh Ͱ ö DZ
ġ
° _ ANCHORING & REVERSE ( )
ٶ
ä żؾ ϴ°!
Anchoring
¶ Ŀӽ ȸ Ģ Reverse, ī ȸó غ !
° _ õ絵 ö
ƴ° ٸ, ιƮ ̺ ô
㽩 (Bomshell) ¦ ҽġ Ʈ Ĺġ ˱
̵ ƺ.
Ž ⺻ 2
ù ° _ Everyday,
Bentz Red Button
ź հ Red Code
߿ Ϳ ǻ ڴ CEO ƴϴ
ְ ȣ Ŀ
ִ ν (Prosumer) ο
̴ (Modisumer) õϴ Brew Dog.
° _ ϻȭ϶
35¥ º PC
(Appropriate Technology) ٽ á(End-Benefit)
ེ Ʊ
Epilogue
Һ Ž Re?think