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4 Core Models of Entrepreneurship
1. Opportunity Identification
2. Prototyping, Testing, and Iterating
3. Feasibility and Viability
4. Art of the Pitch
Entrepreneurship Foundational Underpinings
1. customer centered
2. learning and entrepreneurial mindset
4. high performing teams
Being an Entrepreneur
thinking and doing something that you have not done before, in order to achieve a desirable goal or outcome
- think and act innovatively
- ex: new job, moving, getting a degree, pitching your boss
Ethical Condition
maximize your happiness without harming others
Human Centered Design Thinking
foundation for developing ideas
Iterate and Pivot early and often
test assumptions/hypotheses (adjust)
Value Proposition
clear, compelling, unique, meets a customer need
why does a customer pick your solution over every other option
Feasibility vs. Viability
feasible = can it work
viable = does it work as a venture
Druckers 7 Areas of Opportunity
1. The Unexpected
2. Incongruities
3. Process Needs
4. Changes in Industry Growth
5. Demographics
6. Changes in Perception
7. New Knowledge
Druckers - The Unexpected
- Inside Source (need inside knowledge of an industry)
- more of less demand than anticipated
Druckers - Incongruity
- inside source
- gaps between reality as it is and as it out to be
- look for customer complaints
- ex: entry level jobs requiring years of experience
Druckers - Process Needs
- inside source
- updating an established process with new/necessary information
Druckers - Industry and Market Structure Change
- inside source
- market growth, maturing, convergence
Druckers - Demographics
- outside source
- population, age, education, income
Druckers - Perception
- outside source
- societies assumptions, attitudes, and beliefs shift
- what do people life/dislike
Druckers - New Knowledge
- outside source
- innovation through invention
What does Drucker say about Change
entrepreneurs don't create change, they exploit it
core idea: where there is change there is opportunity
Biggest Mistake in Entrepreneurship
People fall in love with a solution before they understand the problem
(DO NOT jump to a solution)
- should view the world as unsolved problems, not a canvas for ideas
Tony Fadell - Habituation
turning knowledge into habitats in order to free up brain space and learn new things
When is Habituation Bad
when it does not allow you to notice problems in everyday life
- become blind to problems
How to fight Habituation
see the world with fresh eyes
- beginners mindset
- look past obvious problems
- look at the broader context
- need to think younger
Reading: Entrepreneurship Stats - Who starts businesses
- younger adults
- men outnumber woman in early stages (closing gender gap would contribute significantly to global GDP)
Reading: Entrepreneurship Stats - Industries Created
- 75% are consumer or businesses services
- service based businesses are most likely to survive compared to product-based
Reading: Entrepreneurship Stats - Funding
most US businesses rely on personal funds
Reading: Entrepreneurship Stats - Risk and Challenges
- fear of failure stop a large amount of potential entrepreneurs
- 65% of start ups fail within 10 years
- inflation is a huge challenge
- lack of resources
- limited access to technology
Reading: Entrepreneurship Stats - Trends
- most entrepreneurs value social and environmental sustainability over profit
- most entrepreneurs do NOT see AI as a vital tool (but AI and technology are increasing in importance)
Reading: Entrepreneurship Stats - Big Takeaways
- new businesses operate with limited resources and inadequate infrastructure
- most new companies are created by young people
- persistent gaps in implementation and uneven pace of progress
- entrepreneurship increases economic growth
Reading: Institute of Sustainability Studies - Big Takeaway
transparency and leadership on sustainability = competitive advantage
- sustainability is a strategic business strategy
Reading: Institute of Sustainability Studies - Economies
Circular - reduce, reuse, repair, recycle (reducing waster)
traditional - take - make - use - throw away
Reading: Institute of Sustainability Studies - Increasing Stability
- can increase business value
- customer loyalty
- brand reputation
- competitive advantage
Reading: WRI State of Climate Action
- real progress on climate solutions are being made but change/progress is not happening fast enough
- maintaining current growth rates is not enough (less progress today means more needed acceleration later)
- more urgency in this decade is needed
Psychological Safety (most important factor of teamwork)
a shared belief held by members of a team that the team is safe from interpersonal risk taking
- a sense of confidence that the team will not embarrass, reject, or punish someone for speaking up
situational humility + curiosity = psychological safety
Bruce Tuckman Model
Stage 1: Forming
Stage 2: Storming
Stage 3: Norming
Stage 4: Performing
Bruce Tuckman - Forming
- teammates are all positive and excited
- no real growth is made as no topics that could lead to conflict are brought up
Bruce Tuckman - Storming
- stage where many teams fail
- tensions, struggle, arguments
- people push against boundaries
want: to be able to share views without feeling judged and resolve differences
Bruce Tuckman - Norming
- disagreements resolved
- cooperation and shared responsibility
- members accept each other
Danger: could lapse back to storming stage (backwards of progress) or teammates will avoid topics that will lead to storming stage
Bruce Tuckman - Performing
- focus on achieving common goals
- motivation and knowledge
- often unexpectedly high success
- people joining or leaving do not disrupt performance
Bruce Tuckman Big Idea
- problems can help a team grow and bond just as much as success
- it is common for teams to revert to earlier stages (go through stages multiple times)
Empathy Interviews - Definition
a human centered conversation to understand someone's feelings, motivations, and needs
uncover the qualitative, emotional, and human elements of user experience (understand the user not to confirm your idea)
requires active listening and hearing
Empathy Interviews - Preparing
interview average users, middle users, and extremes (people who give uncommon insights)
- should immerse, observe, and engage
- leverage the power of why (dig deeper)
Empathy Interviews - Should NOTS
- DO NOT insert your own thoughts or values
- avoid binary questions (questions that can be answered in one word)
Design Thinking
Is a process and a mindset
Design Thinking Mindset
1. human values (understand consumer wants and needs)
2. Showing not Telling (create tangible things)
3. Bias Towards Action (learn by doing)
4. Learning Mindset (embrace learning, it is okay to fail)
Design Thinking Process
1. Empathize
2. Define
3. Ideate
4. Prototype
5. Test
6. Implement
Design Thinking Process - Empathize
- observe and understand user's needs and problems
Design Thinking Process - Define
- analyze observations
- gain insights
- make sense of data from empathize
Design Thinking Process - Ideate
- think of creative solutions for each aspect of the problem
Design Thinking Process - Prototype
- prioritize ideas (1 or 2)
- building something tangible to show people
- low resolution prototyping
Design Thinking Process - Test
- identify assumptions and hypotheses that you're testing
- get feedback
Design Thinking Process - Implement
- check feasibility
- build a viable business model
Design Thinking Key Points
- process is a cycle (should constantly be refining/going back through stages)
- customer should always be at the center of everything
MIT Sloan: Design Thinking, Explained
- human centered (involve users from the start)
- problem before solution (set aside assumptions)
- suspend judgement early (generate many ideas before critiquing)
- iterate (learn though repeated build test refine cycles)
Empathy Map
- removes bias and aligns the team on a shared understanding of the user
- reveals weakness in research
- uncovers needs user aren't aware of
- shows what drives behavior
- guides toward meaningful innovation
use these maps after interviews to help organize information
7 elements of Empathy Map
1. user (who are you designing for)
2. see (what is their environment)
3. think/feel (what emotions do they show, their motivations, goals, needs)
4. hear (what do they hear from people)
5. say/do (statements made/actions observed)
6. pain (fears, frustrations, anxieties)
7. gain (wants, needs, hopes, dreams)
Point of View (POV)
1. define your user
2. identify needs (most essential ones)
3. express key insights
user + need = insight
POVs do NOT propose a solution
Design Challenge Statement
_______ is a challenge for _______ because _________.
- should explore users, needs, insights first
How might we statements (HMW)
- NO solutions going into the process
- need to explore ideas with no bias
How - answer not yet known
Might - one POSSIBLE solution
We - collaboration
Affinity Clustering
- use interview insights and secondary research to identify observations, frustrations, or insights
- compare and combine insights with others and clump similar observations
- used to identify common themes
Creativity
- a skill that everyone has and can practice
- creativity drastically decreases as age increases
Why does creativity increase
- as people learn to accept others opinions, evaluations, and beliefs
- judgement reduces creativity
Convergent Thinking
- Rational thinking
- conscious thinking
- where we judge ideas, criticize them, refine them, combine and improve them
Divergent Thinking
- Imaginative Thinking
- subconscious thinking
- imagine new ideas
Which type of thinking should you do
- Need both divergent and convergent thinking
- but doing them both at once kills originality
Creativity Sabotage
stress
trauma
self criticism
censorship
How to Build Creativity
- let your mind wander
- create a judgement free zone
- generate many ideas
- pick the right environment
Brainstorming
generating many ideas for a clearly defined design problem
- use how might we questions
- encourage free thinking
- collaborate with a group
- ideation phase
8 Rules to Brainstorming
- time limit
- specific problem
- no judgement
- welcome odd ideas
- quantity over quality
- stay visual
- one conversation at a time (only constraint)
- build on ideas
Shared Core for Brainstorming
- Diverge first
- converge later
Using AI or an App for Prototype
- venture idea should NOT only be an app of AI
- should not be easily replicable by competitors once it is released
What does a good venture idea (Prototype) have
- need a unique value proposition and product market fit
Product Market Fit
people want it badly enough to give up their current habit or tool and give you something of value (pay)
- will a customer change and pay for it
Prototype
- anything a user can interact with
- bias towards something a user can experience
combines early testing and experimentation
- unready tangible ideas is the fastest way to receive feedback
Why Prototype
- ideate and problem solve
- to communicate
- start conversations (talk with users)
- fail quickly and cheaply
- test possibilities (don't commit too early)
How to Prototype
- start building
- don't spend too long on one (avoid emotional attachment)
- ID what you are testing
(prototypes should answer a particular question)
- build with user in mind
Plus Acumen: Prototyping in Design Process - Why Prototype
- great ideas do not appear in a vacuum
- can't work backwards
- prototyping is a way to think (makes something tangible)
How prototypes evolve
- first design the right thing and then design the thing right
- early prototypes are low cost, low fidelity
- prototypes will become more high fidelity as you learn and test
4 Step Process to Prototyping
1. Determine what to prototype (which questions and assumptions are the most crucial, is there any constraints)
2. Make it real
(more variations, faster iteration = better)
3. Get Feedback
( test multiple alternatives, increase the amount of feedback you get)
4. Iterate and repeat
(positive feedback = increase complexity, negative feedback = back to the drawing board)
6 Prototyping Pitfalls
1. diving into the first good idea
(should explore many approaches)
2. Falling in love with your prototype
(endowment effect = overvaluing what you own)
3. wasting time explaining and pitching
(show do not tell)
4. Prototyping without a purpose
(need to have a defined goal)
5. Feeling discouraged by failure
(what have you learned)
6. Seeing prototyping as a waste of time
(prevent costly mistakes later)
A prototype is
NOT a MVP or solution
Prototype Loop
prototype -> share -> get feedback -> refine
Prototypes must be
tangible and testable
Giving Feedback
- include self disclosure (how has what the teammates actions affected you and the team)
- do not criticize
- acknowledge strengths and opportunities for improvement
- be specific, genuine, and useful
- make sure there is no discrimination or bias
Receiving Feedback
- take a breath
- be an active listener
- ask questions for clarity
- show appreciation
remember: the worst feedback is no feedback
HubSpot Fleishman: How to give negative feedback
- give feedback in the moment or closer to (do NOT wait)
- make it about the WHAT not the WHO
- treat it as a coaching moment
- make it a two way street
Entrepreneur: Radical Candor
radical candor = blunt but caring feedback (works well in startups)
benefits = trust, faster growth for inexperience employees, immediate correction
risk = can become bulling
feedback should always be done in private
be specific and actionable
Testing
- getting feedback from target users about the prototypes you created
- want to validate or invalidate assumptions that you have made
- want additional insights
- do NOT sell or ask if they like your solution
- want to learn and improve
4 Step Process
build -> run test sessions -> organize and synthesize -> integrate and iterate
I like / I wish
appears in both the team feedback section and the interaction design foundation testing methods
do not defend or justify (applies to both receiving teammate feedback and hearing user feedback on your prototype)
Before Testing
- test on the right people
- test on right context
- prepare questions in advance
During Testing
- listen more than you talk
- stay neutral and flexible
- avoid binary questions
- you are NOT selling
- test like your prototype is wrong from the start
Strategy
being different in a way that is hard to replicate in order to have sustainable competitive advantage
- should focus on what NOT to do
choose who your customers will be, who they won't be, and deciding how you will attract and keep these customers
Porters 5 Forces
1. threat of new entry
2. bargaining power of buyers
3. bargaining powers of supplies
4. threat of substitutes
5. rivalry amongst existing competitors
Porter - Threat of New Entry
- how easy is it for competitors to enter your market
- focus on barriers to entry (economies of scale (rapid growth) and product differentiation)
Porter - Bargaining Power of Buyers
- if customers have upper hand it is hard for sustainable competition
- customers who can dictate terms, who can find easy substitutes, whose cost structure is dependent on your service
Porter - Bargaining Power of Supplies
- can your suppliers raise the prices of your materials
- limits strategic options
Porter - Threat of Substitutes
- not the same product but can perform the same function making it easy to switch
Porter - Rivalry amongst existing competitors
- price competitions
- limits ability for strategic strategies
SWOT Analysis
Internal
- strengths
- weaknesses
External
- opportunities
- threats
helps you identify advantages and vulnerabilities
Planning Action: Developing Strategic Position
- competitive strengths
- address weaknesses
- identify strategic initiatives (no more than 4)
- monitor initiatives over time
Biggest Strategic Weakness
a lack of a truly compelling offering to the target customer