Design Thinking & Strategy - Good Kitchen Case Study

Sandbox
9 Dec 201314:01

Summary

TLDRThe transcript details a Danish municipality's initiative to enhance meal services for elderly citizens, collaborating with innovation firm Hatch & Blum. Initially tasked with improving the menu, Hatch & Blum employed a user-centered design approach, utilizing tools like journey mapping and co-creation to uncover deeper needs. They discovered emotional disconnects among seniors and kitchen staff, leading to a broader project scope. Through workshops and prototyping, they redesigned the meal service, resulting in a 500% increase in meal orders and improved satisfaction. The story exemplifies business model innovation beyond product development, focusing on the entire service experience.

Takeaways

  • 🌍 Denmark faces challenges with an aging population, including the nutritional needs of over 125,000 senior citizens.
  • 🍽️ The municipality of Copenhagen aimed to improve the meal service for seniors, initially focusing on menu improvements.
  • 🔍 Danish innovation firm Hatch & Bloom was invited to innovate beyond just the menu, using a user-centered design approach.
  • 👵 Ethnographic research revealed unmet emotional needs among seniors and kitchen workers, leading to a broader project scope.
  • 🛠️ Journey mapping was used as a tool to understand the complete experience of elderly clients and kitchen workers.
  • 🤝 Co-creation workshops involved stakeholders in understanding challenges and generating ideas for improving meal services.
  • 💡 Brainstorming sessions used analogies to shift mental models and stimulate creative thinking about the meal service.
  • 🎨 Visualization helped make abstract ideas more tangible, aiding in the decision-making process for new menu designs.
  • 🔬 Prototyping and experimentation were used to test ideas with actual customers, leading to iterative improvements.
  • 📈 The project resulted in a 500% increase in meal orders and improved job satisfaction for kitchen workers, highlighting the impact of design thinking.

Q & A

  • What is the main challenge faced by Denmark in the context of the aging population?

    -The main challenge faced by Denmark is serving the nutritional needs of over 125,000 senior citizens who rely on government-sponsored meals, with many suffering from poor nutrition and a reduced quality of life.

  • Why did the municipality of Costa Brau decide to improve meal service for seniors?

    -The municipality of Costa Brau decided to improve meal service for seniors to address the growing social problem of malnutrition among the elderly, which was affecting their health and quality of life.

  • What was the initial assumption of the municipal leadership regarding the project?

    -The initial assumption of the municipal leadership was that improving the nutrition of the elderly could be achieved by simply enhancing the current menu based on the preferences of the elderly clients.

  • How did Hatch & Blum approach the problem differently from the municipality's initial assumption?

    -Hatch & Blum approached the problem by adopting a user-centered design approach, which led to a complete redesign of the meal service rather than just improving the menu. They focused on understanding the emotional and functional needs of both the elderly and the kitchen staff.

  • What is the significance of the ethnographic approach used by Hatch & Blum?

    -The ethnographic approach allowed Hatch & Blum to deeply understand the behaviors, needs, and wishes of the elderly by observing and interviewing them, leading to insights that went beyond just fixing the menu to improving the overall meal service experience.

  • What is a journey map and how was it used in this project?

    -A journey map is a tool that follows a customer or stakeholder as they receive a product or service, paying attention to their functional and emotional experiences. In this project, it was used to trace the entire experience of the elderly from the meal delivery to consumption, uncovering unarticulated needs and opportunities.

  • What emotional needs were identified for both the seniors and the kitchen workers?

    -Both the seniors and the kitchen workers experienced feelings of disconnection and alienation. The seniors felt embarrassed about receiving assistance and lost control over their food choices, while the kitchen workers felt demoralized due to the low status of their job.

  • How did the co-creation process contribute to the project's success?

    -The co-creation process involved stakeholders in understanding the challenges and participating in creating a new meal service, leading to ownership, engagement, and better ideas. It was particularly useful in generating and testing ideas, such as using restaurant analogies to rethink the meal service.

  • What is the purpose of visualization as a design tool in this context?

    -Visualization in this context is used to make abstract ideas more concrete and understandable by using imagery. It helped participants feel more connected to the different options being considered for the meal service redesign.

  • What were some of the significant changes that resulted from the project?

    -The project resulted in a new menu, new uniforms for staff, a new name 'The Good Kitchen', improved communication channels, and a 500% increase in meal orders in the first week. It also led to a shift in employees' perception of their work, making them more satisfied and motivated.

  • How does the story of 'The Good Kitchen' relate to business model innovation?

    -The story of 'The Good Kitchen' illustrates business model innovation by not only developing new products or services but also innovating the entire business model to improve the meal service for seniors, leading to increased satisfaction and a more sustainable solution.

Outlines

00:00

🌟 Introduction to Design Thinking

The script begins by introducing the concept of design thinking through a real-world example in Denmark. The country faces challenges due to an aging population, particularly concerning the nutritional needs of over 125,000 senior citizens who rely on government-sponsored meals. The municipality of Copenhagen sought to improve this service and engaged Danish innovation firm Hatch & Bloom to enhance the nutrition of elderly citizens. Initially, the project was perceived as a simple menu improvement task, but Hatch & Bloom's user-centered design approach revealed a much broader opportunity. They utilized ethnographic research, specifically journey mapping, to understand the elderly's behaviors, needs, and wishes, uncovering unarticulated emotional needs and the importance of the job to be done. The approach also extended to kitchen workers, revealing a need to address their demoralization and lack of motivation, which was crucial for improving the meal service.

05:01

👵 Emotional Needs and Co-Creation

Paragraph 2 delves into the emotional needs of both seniors and kitchen workers, revealing feelings of disconnection and alienation. The seniors felt embarrassed by their need for assistance and preferred receiving help from relatives or friends over government support. They also valued control over their food choices and disliked eating alone. The kitchen workers were found to be constrained by perceived economic and logistical limitations, leading to repetitive, low-cost meal preparation. However, they showed a desire to do a good job and cared about their work. The Hatch & Bloom team conducted workshops to co-create solutions with stakeholders, including public officials, volunteers, and kitchen workers. They used brainstorming with analogies to shift mental models and generate ideas, such as viewing the kitchen as a restaurant. This approach led to the consideration of more enticing menu descriptions and other improvements, emphasizing the importance of co-creation in the design process.

10:03

🍽️ Prototyping and Testing Ideas

In the final paragraph, the focus shifts to prototyping and testing ideas generated from the co-creation workshops. The Hatch & Bloom team worked with participants to refine menu designs, exploring preferences for colors, photos, and illustrations using the visualization design tool. They also tested prototypes with actual customers, leading to packaging design changes and the introduction of new uniforms and a new name, 'The Good Kitchen'. This process not only improved the menu and meal descriptions but also transformed the entire business model, increasing employee satisfaction and customer happiness. The results were significant, with a 500% increase in meal orders in the first week alone. The story concludes by emphasizing the importance of business model innovation, moving beyond just developing new products or services to innovating the entire approach to serving the elderly.

Mindmap

Keywords

💡Design Thinking

Design Thinking is a problem-solving approach that focuses on understanding user needs and experiences to create innovative solutions. In the video, it is used to tackle the challenge of improving meal services for elderly citizens in Denmark. The process involves empathy, defining the problem, ideating, prototyping, and testing, which is exemplified by the Danish municipality's efforts to enhance the quality of life for seniors through better meal services.

💡Aging Population

The aging population refers to the demographic trend where the number of older individuals in a society increases. In the context of the video, Denmark faces challenges due to its aging population, particularly in providing adequate nutrition and quality of life for senior citizens who rely on government-sponsored meals. This keyword is central to understanding the problem that the design thinking process aims to address.

💡User-Centered Design

User-Centered Design is a design philosophy that prioritizes the user's needs, preferences, and behaviors in the design process. In the video, Hatch & Blum, the Danish innovation firm, employs this approach by conducting ethnographic research to understand the behaviors, needs, and wishes of the elderly. This approach led to a more profound understanding of the problem, which resulted in a completely redesigned meal service rather than just a menu update.

💡Journey Mapping

Journey mapping is a tool used to visualize the customer's experience with a product or service. It is a key part of the user-centered design approach, as it helps identify touchpoints and emotional responses throughout the process. In the video, Hatch & Blum use journey mapping to trace the experience of elderly clients from meal delivery to consumption, uncovering unarticulated needs and emotional aspects that contribute to the nutrition problem.

💡Co-Creation

Co-creation is a collaborative approach where stakeholders are involved in the creative process to generate ideas and solutions. In the video, Hatch & Blum organize workshops that include various stakeholders to review research, develop insights, and create a new meal service. This approach not only fosters ownership and engagement but also leads to more innovative and relevant solutions.

💡Ethnographic Research

Ethnographic Research is a qualitative research method that involves observing and interviewing people in their natural environments to understand their behaviors, needs, and cultural practices. In the video, Hatch & Blum conduct ethnographic research to deeply understand the lives of the elderly and kitchen workers, leading to insights that inform the redesign of the meal service.

💡Prototyping

Prototyping is the process of creating a preliminary model or representation of a product or service to test its feasibility and gather user feedback. In the video, Hatch & Blum use prototyping during workshops to test different menu designs and meal presentations, allowing for iterative improvements based on feedback from actual customers.

💡Visualization

Visualization is a design tool that uses imagery to make abstract ideas more concrete and understandable. In the video, Hatch & Blum employ visualization to present different menu design options to participants, making the decision-making process more tangible and effective.

💡Stakeholder Engagement

Stakeholder Engagement is the process of involving individuals or groups who have an interest or stake in a project, ensuring their perspectives are considered in decision-making. In the video, the design thinking process includes engaging a diverse set of stakeholders, such as public officials, kitchen workers, and elderly clients, to co-create a better meal service.

💡Business Model Innovation

Business Model Innovation refers to the process of rethinking and redesigning the way a business creates, delivers, and captures value. In the video, the redesign of the meal service for seniors is an example of business model innovation, as it involves changing the entire approach to serving meals, from menu design to employee engagement, to better meet the needs of the elderly.

💡Emotional Needs

Emotional Needs are the psychological and social requirements that influence an individual's well-being and satisfaction. In the video, Hatch & Blum discover that both the elderly and kitchen workers have unmet emotional needs, such as feelings of disconnection and a lack of control over food choices. Addressing these needs is crucial for improving the overall meal service experience.

Highlights

Design thinking is used to solve real-world problems, such as improving meal services for seniors in Denmark.

The municipality of Costa Brau collaborated with Danish innovation firm Hatch & Blum to enhance the nutrition of elderly citizens.

Initial assumptions about improving the menu were challenged, leading to a broader reframing of the project's goals.

Ethnographic research was conducted to understand the behaviors, needs, and wishes of elderly clients.

Journey mapping was used to trace the entire experience of elderly clients from meal delivery to consumption.

Kitchen workers' emotional needs were identified as crucial to the project's success.

The project scope was broadened to address both the seniors' and kitchen workers' emotional needs.

Co-creation workshops were held with stakeholders to develop insights and design criteria for a new meal service.

Brainstorming sessions used analogies to shift mental models and generate innovative ideas for meal service.

Prototyping and visualization were utilized to make abstract ideas more tangible for participants.

Testing prototypes with actual customers led to practical improvements in meal packaging and presentation.

The new meal service, 'The Good Kitchen,' was named to reflect the aspirations of all involved.

New communication channels were established to maintain close contact between kitchen staff and customers.

The transformation process led to a significant increase in meal orders and improved satisfaction for both staff and customers.

The project resulted in more than just a new menu; it innovated the entire business model for meal services.

The story of The Good Kitchen emphasizes the importance of business model innovation in design thinking.

Transcripts

play00:01

to illustrate the design thinking

play00:03

process that we've been talking about

play00:05

I'd like to tell you a story about

play00:07

design thinking in action as we go

play00:09

through that story I will note different

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tools and approaches that are being used

play00:14

then at the end of the session I'll tell

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you about some additional resources we

play00:19

have available so that you can learn

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more about them now you can use design

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thinking to solve all sorts of problems

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let's walk through one example to

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illustrate what it looks like in the

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real world to do so we're going to

play00:33

travel to Denmark a country long

play00:36

recognized for its distinctive attention

play00:39

to design the Danes like citizens in

play00:43

most developed countries recognized that

play00:45

the aging of their population presents

play00:48

many challenges one of these is serving

play00:52

the more than 125,000 senior citizens

play00:56

who rely on government sponsored meals

play00:59

Danish municipalities deliver subsidized

play01:01

meals to people who suffer from a

play01:03

reduced ability to function whether that

play01:05

is due to illness age or other

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conditions many of these seniors have

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nutritional challenges and a poor

play01:12

quality of life because they simply do

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not eat enough an estimated 60 percent

play01:19

of elders living in assisted living have

play01:22

poor nutrition an estimated 20% are

play01:26

actually malnourished in response to

play01:31

this growing social problem the

play01:33

municipality of Costa Brau decided to

play01:35

dedicate their efforts to improve meal

play01:38

service for seniors and they invited

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Danish innovation firm hatch & Blum to

play01:42

work with them to figure out how to

play01:44

improve the nutrition of their elderly

play01:46

population municipal leadership saw the

play01:51

project initially as straightforward in

play01:53

order to get seniors to eat more the

play01:56

current menu just needed improving and

play01:58

they wanted Hatchin bloom to ask elderly

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clients about their menu preferences

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this is a great example of how to narrow

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a definition of the problem to be solved

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can drive a lot of innovation right out

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the window before you even get started

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the opportunity turned out to be much

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greater and what action bloom ultimately

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produced was much more than just a new

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menu it was a completely redesigned meal

play02:25

service that offered higher quality more

play02:28

flexibility and increased choice this

play02:31

dramatic reframing of the opportunity

play02:34

emerged from the user centered design

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approach that hatch and bloom brought to

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the process in which they discovered

play02:41

that nearly fixing the menu wouldn't

play02:43

solve the nutrition problem let's look

play02:46

at some specifics about how they did it

play02:49

they began by exploring what is digging

play02:53

deep into seniors behaviors needs and

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wishes using observation and

play02:59

interviewing to identify their elderly

play03:01

clients living situation and try and get

play03:04

at their unarticulated needs the

play03:06

approach they chose to use was

play03:08

ethnographic the specific tool they used

play03:12

was journey map the journey mapping tool

play03:15

follows a customer or stakeholder as

play03:17

they receive a product or service or go

play03:20

through a process it pays attention to

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what designers called the job to be done

play03:25

in some ways journey mapping is not that

play03:28

different than the kind of flowcharts or

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supply chains we might use in business

play03:32

but there are some crucial differences

play03:36

journey mapping recognizes that most of

play03:39

us are trying to do jobs that are both

play03:41

functional and emotional a lot of the

play03:45

unarticulated needs turn out to be on

play03:48

the emotional side making this tool very

play03:51

valuable for uncovering hidden

play03:53

opportunities to create better value for

play03:55

people Hatchin bloom

play03:59

used journey mapping to trace the

play04:00

experience of the elderly from beginning

play04:02

to end

play04:03

they rode with food service employees

play04:06

who delivered the meal they accompanied

play04:08

them into the homes they watched as

play04:10

clients prepared the food added

play04:12

ingredients set the table and then

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finally ate the meal they also

play04:18

interviewed the supervisor of the food

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preparation process in her workplace and

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what they saw in the kitchen surprised

play04:25

them

play04:25

working in a public service kitchen was

play04:28

a low status job in Denmark and kitchen

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employees seemed demoralized and

play04:32

unmotivated it was not going to be

play04:36

enough to focus on the needs of the

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elderly team members realized they would

play04:40

need to address the problems of the

play04:42

employees producing the meals as well

play04:44

and so the team decided it was important

play04:48

to broaden the scope of the project

play04:49

beyond just improving the menu and they

play04:52

helped the municipal officials

play04:54

understand why this was necessary from

play04:58

this dual focus on the people preparing

play05:00

the meals and on the seniors receiving

play05:03

them a set of interesting insights began

play05:06

to emerge they discovered that both the

play05:11

seniors and the kitchen workers had

play05:13

important emotional needs that were not

play05:15

being met

play05:16

they were both experiencing feelings of

play05:19

disconnection and alienation the social

play05:23

stigma of even having to receive such

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assistance weighed heavily on the

play05:28

clients they were embarrassed help for

play05:31

cleaning was considered acceptable in

play05:33

Danish culture but helped from more

play05:35

personal needs was much less so it also

play05:38

mattered who was providing the help in

play05:41

Denmark a senior hope to receive

play05:43

assistance from a relative or a friend

play05:45

if that was not possible perhaps one

play05:48

could hire someone but it was a last

play05:51

resort to receive assistance from the

play05:53

government also painful to seniors was

play05:57

the loss of control over their food

play05:59

choices we discovered that deciding what

play06:03

kind of food they put in their mouths

play06:05

was the second most important thing for

play06:08

the elderly after taking care of their

play06:10

personal hygiene the head of the hatch

play06:12

and Blum team told us and they hated

play06:16

eating alone because it reminded them

play06:19

that their families were no longer

play06:21

around

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all of these factors contributed

play06:25

directly to the nutrition problem and

play06:27

put it in a broader context the less

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they enjoyed their situation the smaller

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their appetites

play06:34

the kitchen workers Hatchin Blum learned

play06:37

we're making the same boring low-cost

play06:40

meals over and over not because they

play06:43

lack skills or because they just didn't

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care but because of the perceived

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economic and logistical constraints that

play06:50

prevented them from doing something more

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interesting the team also found positive

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things however they discovered that the

play06:59

generation of seniors they studied was

play07:01

very responsible and capable in the

play07:03

kitchen and had a keen sense of the

play07:05

seasons and positive associations with

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seasonal foods such as apples in the

play07:10

fall and strawberries in the summer they

play07:13

also often tried to customize their

play07:15

meals by adding spices or using their

play07:17

own potatoes or vegetables the Hatchin

play07:21

Blum team also discovered that the

play07:22

kitchen workers really did care and

play07:24

wanted to do a good job once team

play07:29

members had finished their ethnographic

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research they moved into the what-if

play07:34

stage for this they wanted to enlist a

play07:37

broader group of stakeholders in

play07:39

understanding the nature of the

play07:41

challenges and participating in creating

play07:43

a new and better meal service they

play07:46

wanted to co-create with their important

play07:49

stakeholders to accomplish this they had

play07:52

a series of workshops that brought

play07:54

together a diverse set of stakeholders

play07:55

it included public officials volunteers

play07:59

experts in elderly issues kitchen

play08:02

workers and employees of residential

play08:04

care facilities together they reviewed

play08:07

the ethnographic research and develop

play08:09

insights and design criteria to form

play08:12

idea generation this kind of co-creation

play08:16

is another important design tool

play08:18

inviting stakeholders into the creative

play08:21

process creates ownership and engagement

play08:24

as well as producing better ideas the

play08:27

co-creation tool will turn out to be

play08:29

useful in every one of the four

play08:32

questions as you'll see later

play08:35

in the second question Hatchin bloom

play08:37

used a brainstorming process in which

play08:40

facilitators used analogies as trigger

play08:43

questions to help shift participants

play08:46

mental models of food service as they

play08:48

generated ideas the facilitators asked

play08:51

participants to think of the kitchen as

play08:54

a restaurant triggering a creative rush

play09:00

the kitchen workers they assumed then

play09:03

must be the chef's and if they were the

play09:07

chef's who were the waiters this began

play09:12

to bring ideas like the condition of the

play09:15

vehicles used for meal delivery into the

play09:18

discussion they continued to work with

play09:21

the restaurant analogy as they

play09:22

considered the food itself until that

play09:26

point the menus had been minimalist

play09:28

factual descriptions of the food perhaps

play09:31

detailing how it was prepared for

play09:34

instance one item red liver potatoes and

play09:37

sauce that's not exactly a description

play09:40

that will make your mouth water is it

play09:41

but now participants in the workshop

play09:44

started to wonder maybe we should look

play09:47

at actual restaurant menus

play09:49

maybe we should describe our meals in a

play09:52

completely different more enticing way

play09:56

the third workshop move them into the

play09:59

what Wow stage and continue to emphasize

play10:02

the design tool of co-creation but this

play10:06

time co-creation was used to test ideas

play10:09

rather than generate them this third

play10:12

workshop was much more hands-on and

play10:14

involved prototyping at least in a rough

play10:17

way the solutions coming out of the

play10:20

what-if workshops for example hatching

play10:23

bloom work with participants on three

play10:25

different versions of the menu asking

play10:28

them which they liked and how they felt

play10:30

about various aspects such as the colors

play10:32

they favored and whether they preferred

play10:34

photos or illustrations they used a

play10:38

design tool called visualization to make

play10:41

these different options feel more real

play10:43

to participants

play10:46

visualization is one of the essential

play10:48

design tools it's not about drawing a

play10:52

skill that many of us don't have it's

play10:54

about using imagery to make an abstract

play10:57

idea more public and more concrete so

play11:01

that it will be more visible clear and

play11:04

understandable to others Hatchin bloom

play11:07

didn't talk to people about the

play11:10

different options they showed them the

play11:12

different options they then moved into

play11:15

what works testing prototypes with

play11:17

different combinations and ways of

play11:19

presenting the food with actual

play11:21

customers the learning from this initial

play11:24

set of experiments resulted in a second

play11:27

project with some quick packaging design

play11:29

changes that allowed for more modular

play11:31

Mills where components were separated

play11:33

instead of being mixed together the

play11:35

process also yielded new uniforms for

play11:38

employees and a new name the good

play11:40

kitchen that reflected everybody's

play11:42

aspirations it also included new

play11:46

communication channels using newsletters

play11:48

and comment cards to keep clients and

play11:51

the kitchen staff in close touch with

play11:53

each other and so a process that began

play11:57

with a simple mandate fix the menu

play12:01

evolved into something much more

play12:03

significant as it moved through the four

play12:06

questions using design tools like

play12:08

journey mapping co-creation prototyping

play12:12

and experimentation that process yielded

play12:16

a host of dramatic changes a new menu

play12:19

new uniforms for staff new feedback

play12:22

mechanisms but equally important it made

play12:25

everyone involved cognizant of the real

play12:28

people they were serving or being served

play12:31

by today poster brows seniors know who

play12:36

is shaping their meatballs and preparing

play12:38

the gravy in the kitchen and this

play12:40

relationship between the kitchen staff

play12:41

and the customers which is now both

play12:44

personal and professional has increased

play12:46

greatly the satisfaction of both

play12:49

the results speak for themselves

play12:52

reorganizing the menu and improving the

play12:54

descriptions of the meals drove a 500%

play12:57

increase in Neil orders in the first

play12:59

week alone but the results were much

play13:03

more about the number of meals served

play13:04

one of the most important elements of

play13:07

the transformation was the shift in

play13:09

employees perception of themselves in

play13:10

their work the kitchen workers are now

play13:13

much more satisfied and motivate as a

play13:16

result customers are happier with their

play13:18

food if you have professional pride

play13:23

you'll also cook good food and Murray

play13:26

Nilsson the director of the good kitchen

play13:27

told us good food has to come from the

play13:30

heart what we are talking about in the

play13:34

good kitchen story is about more than

play13:36

just developing new products or services

play13:38

we're talking about innovating the

play13:40

entire business model I'd like you to

play13:43

spend a few minutes now listening to

play13:45

Jeremy Alexis a professor at the Chicago

play13:47

Institute of design as he shares his

play13:49

views on the importance of business

play13:52

model innovation

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Related Tags
Design ThinkingElderly NutritionInnovation ProcessUser-Centered DesignJourney MappingCo-CreationPrototypingCultural InsightsSocial InnovationBusiness Model