Professional Documents
Culture Documents
EN BAD Manual
EN BAD Manual
Operational Manual
for
Business Aware
Design
BAD
2022© Sefirot Srl
Graphic Design by Studiolabo Srl
Translated by Alizé Latini
Isbn: 979-12-80241-14-6
SUMMARY
What is BAD? . . . . . . . . . . . . . . . . . . 9
Let’s go! . . . . . . . . . . . . . . . . . . . . 16
User analysis . . . . . . . . . . . . . . . . . . 26
Competitor analysis . . . . . . . . . . . . . . . . 32
Advanced tools . . . . . . . . . . . . . . . . . 58
Authors . . . . . . . . . . . . . . . . . . . 150
Glossary . . . . . . . . . . . . . . . . . . . 152
Bibliography . . . . . . . . . . . . . . . . . . 160
WHAT IS BAD?
BAD is an operational tool for Business-Aware Design. It helps to design
with business-related aspects in mind and the dynamics that enable a
project to generate and capture value. Very often a product or service
is designed without considering its economic and practical viability,
resulting in leading the project toward failure and designers toward an
inability to prioritize design choices.
BAD was created to meet this need. It is aimed at designers, entrepreneurs,
and business managers and helps them keep track of all aspects of a
project, from the users it engages to the way it generates value.
Conscious Design
What is the most important aspect in design? Usability? Aesthetics?
Brand? Positioning? Advertisement? Sales strategy?
Let’s try to broaden the perspective: if we invest time and/or money in
making a product, and that product doesn’t give something back (mon-
ey or any other type of value), we will stop investing in that product.
So, the ability of that product to generate and capture value within a sys-
tem is the most important aspect, because it determines its sustainabili-
ty, its reason to exist.
10 BAD CANVAS
In other words, a lack of overall vision will damage you. If you design sole-
ly considering the user experience, you would advise the designers at a
low-cost airline to increase the space between passenger seating, result-
ing in a reduction in the number of available seats, and the subsequent
increase in prices per passenger may lead to bankruptcy.
It doesn’t mean that every project must generate an economic return: the
purpose of BAD is to make people aware. If we want to develop a product
that sells, we will find the tools to do so. If we want to develop a product
using the so-called “visionary design” (I’ll follow an intuition, to design
what I want and how I want it), we will know how to calculate the risks.
what is bad? 11
Design Thinking helps to think like a designer. BAD will help you think
like a designer who doesn’t want to waste energy over actions that have
no impact. BAD teaches how to become a conscious designer.
HOW IS BAD STRUCTURED?
Advanced level
User analysis
9 cards Advanced level
Competitor analysis
Very advanced level
5 cards
The design process is the starting point. It can be described as the right
question to ask at the beginning of every project: who are the users we
are designing for? What are their needs? What solutions can we adopt?
If we are unable to answer any of these questions, there might be a prob-
lem with one of the 3 areas of interest: users, competitors and business
model. An example is if we do not know our business goal or the Unique
Value Proposition (UVP) of the project.
user analysis helps to define and study the different types of users we
want to design for, who they are, and what their needs and habits are. At an
advanced stage, we can also study their User Journey so the steps made in
a decision-making process result in buying a product or adopting a service.
business model analysis studies how the project captures value. What
are we offering? Who it is offered to? In what way? And why is there a
value capture in this stage? Selling chairs in a physical location is different
from selling them online or offering a subscription to periodically get new
chairs upon an annual payment. At an advanced stage we can calculate the
feasibility of a business model and the list of what we need to implement it.
then the design, the competitors, and the way we capture value may also
change. The same goes for every other variable in the system. We recom-
mend starting with the design process and then going deeper, when nec-
essary, by delving into the other areas. Later we will see how it is possible to
design starting from any point.
Last, but not least, iterations are a mini framework that helps generate
hypotheses for the improvement of the system studied above, either in
response to a worst-case scenario or for the innovation of a product, pro-
cess, or business model.
O
TO-D
LIST
s
ction
ary a
cess
th e ne hange?
t are the c
Wha oduce
tr
to in
01 DESIGN PROCESS
PROJECT
NAME proje ct
What’s the name of the
you are working on?
LET’S GO!
BAD can be used alone or in groups, in the preliminary stages of a new
project or in more advanced stages to analyze an existing product system.
Find a blank wall, table, or other empty surface. Arm yourself with post-its,
sticky tack, a pen, and start designing!
04
03
BUS
INE
SS
HO MO
TO W OFFERE
BUSIN
DEL
IT IS
W ANA
Wh
LYS
ESS M
IS
o is
SO
ODEL
HOM D
rec
FF
A
e
NALYS
03
ivin
hr
E RE COMPETITOR
g it
ou
IS
w
hi
ch
The cards help you build a
structure to follow
03 DESIGN PROCESS
02 DESIGN PROCESS
KEY USER
PROBLEMS/
KEY NEEDS
USERS Write down at least three
the users’ problems/need
of
s
Who are the target users
for this project?
USER ANALYSIS
USER ANALYSIS
They want
Writers
support in
and
writing their
screenwriters
story
USER
TYPE me to th
e group
g
Give a na u are analyzin
s yo
of user et grou
for each targ
01 COMPE
03 USER
COM
TITOR A
NALYSIS
04 USER ANALYS
IS
P
COM ETITOR/
USER
USE ANALYSIS DEMOGRAPHICS
USER
NALYSIS PARA PRO R
How old are they? What’s their job?
NAM BLE HABI
What is their level of education?
Writ
e
E NEE BLEMS TS How
hob do the
com down
petit th
or/c e name
om of
Wh
a
DS / b
ia d
o
y
med ies and live? W
hab hat
THE DESIGN PROCESS
The design process cards are the white cards in the deck. Arrange the
nine cards on a line, following their numbering.
Project Name. What is the name of the project in question on this post-its
line? Each line follows the design process of a particular project. If we are
the design process 19
Key Users. Who are the target users of this project? Who is the final recip-
ient of the product/service we are developing? Indicate the target groups:
for a creative writing tool, we could use “writers, teachers, video makers.”
>> Connections: if we don’t know what to write under this section, we must
analyze each area of the project—users, competitors, and business. Going
back to the example above, if we don’t have a clear idea of the requirements
for a chair, we need to ask ourselves how the chair will be produced (the com-
pany prefers wood material), how it will be sold and transported (online, so it
would be better to keep weight and volume down), and to whom (users who
prefer practicality and therefore don’t want to assemble it with a hammer or
screwdriver).
UVP. What is the Unique Value Proposition? How is this different from
similar products? What makes it special? It could be “The fastest ma-
chine,” or “The lightest ladder,” or even “The cheapest table lamp.”
>> Connections: if we don’t know what the UVP and the Competitive Strategy
are, it is advisable to study the competitor analysis area in order to discover
how to position ourselves in the market. If you are a Branding enthusiast, be
careful: a UVP that reads “The restaurant that serves my grandfather’s lost
recipes” is not relevant (unless your grandfather is famous), and it’s a slippery
slope that you should avoid.
Business Goals & KPIs. What’s our business goal with this project?
Sales? Brand awareness? New customer acquisition? Do we want to
design a chair and sell as many as possible? Do we want to build a free
learning web platform to collect email contacts? Do we want to create
an event in order to change our market positioning? In short, what do
we want to get (or what does our client want to get) out of what we are
developing?
>> Connections: if we are not clear about what our goals are, we need to ana-
lyze the business model(s) related to the project and understand how the prod-
uct/service we are working on fits into the overall vision.
the design process 21
KPIs are the key variables that we measure before and after a given
intervention to find out if we have achieved our goals. If the goal
is “To increase downloads of the app by 20% in the next 3 months”
our KPI will be the number of monthly downloads.
User/Business Pain Points. Under this card we need to mark all prob-
lems (critical points) encountered by both users and stakeholders. Have
we done surveys and interviews with potential users to explain the con-
cept? What did they think about it? Or, at a more advanced stage, did we
let them try a prototype? Did they have difficulty using it?
What about the client? What about our senior executives?
Are they happy with the direction the project is taking, or have they en-
countered critical issues?
22 BAD CANVAS
Good designers test their ideas and prototypes with potential users, oth-
er stakeholders, and the people who revolve around a project (managers,
executives, etc.) Negative results of these tests can be noted under this
card, for example: “Users don’t quite understand how to register for the
app” or “The client is afraid it will be too expensive.”
03 DESIGN PROCESS
02 DESIGN PROCESS
01 DESIGN PROCESS KEY USER
PROBLEMS/
KEY NEEDS
PROJECT USERS Write down at least three
of
NAME
s
the users’ problems/need
Who are the target users
project for this project?
What’s the name of the USER ANALYSIS
you are working on?
USER ANALYSIS
for each project
* Use one line of post-its
???
YesStream Movie lovers
streaming
platform
Examples
Let’s apply the design process to one of our company Sefirot’s products:
Fabula Deck which is an analog tool for writers and screenwriters to help
structure stories for films and novels. It is a deck of cards that can be
hung on the wall to create a canvas to be filled in using post-its (more
information at fabuladeck.com).
>> These are our initial assumptions. We will be able to deepen them using the
user analysis cards.
>> For now this is the only requirement we can think of. When digging into
the other areas—users, competitors and business—we’ll find new elements
to keep in mind.
24 BAD CANVAS
Business Goals & KPIs. To sell 10,000 units in the first 12 months.
>> The same goes for UVP, Competitive Strategy and Business Goal. We have
a general idea, but we will elaborate on it later.
Differentia-
tion
01 DESIGN PROCESS 02 DESIGN PROCESS 03 DESIGN PROCES
KEY USER
PROJECT KEY PROBLEM
NAME USERS NEEDS
What’s the name of the project Who are the target users Write down at leas
you are working on? for this project? the users’ problem
* Use one line of post-its for each project USER ANALYSIS USER ANALYSIS
USER AND
BUSINESS GOALS BUSINESS
AND KPIs PAIN POINTS
What goals do you want to reach? What pain points did users and
Are the goals measurable? stakeholders identify?
In 12 months
USER ANALYSIS
The user analysis cards are the pink cards in the deck. There are 4 basic
and 5 advanced level ones. Begin by arranging the basic cards on a line,
following their numbering.
user analysis cards are used to identify user groups that may be the tar-
get audience for the product/service we are designing. Each line of post-
its under the cards will describe one of these groups.
User Type. What can we name the group that we’re analyzing? If we are
developing a tool that helps people write stories, we might choose “Pro-
fessional Writers” and “Amateur Writers,” or “Writers,” “Screenwriters,”
“Publishing House Editors.” If we are designing a bedside lamp for read-
ing without disturbing the partner sleeping next to us, we might focus on
the “Assiduous Readers” user group.
User Demographics. How old are they? What’s their level of education?
What’s their job? What is their purchasing power? Where do they live?
How can we pigeonhole them to get a clearer idea of who they are? For ex-
ample, in the “Amateur Writers” group we might assume: “Men and wom-
en in the 25-55 age range, medium to high level education and somewhat
dissatisfied with their jobs (they would like to write full time!).”
User Habits. How do they live? What kind of newspaper do they read?
What’s their preferred social media? What do they eat? Clearly, this is a
matter of making rough generalizations, especially in the early stages of
the project. We can imagine that “Assiduous Readers” always keep a few
books on their nightstand, and they always read before falling asleep, of-
ten forgetting to turn off the bedside light. We can assume that “Amateur
Writers” write in the evenings or on weekends, they love to read, and they
follow pages and groups of writers and readers on social networks.
User Problems and Needs. This is the less analytical part, where cre-
ative observation and synthesis come into play. What problems or needs
do the user groups have? Are these needs similar to each other? What
do “Amateur Writers” want? To finish their novel and be published.
Why do they often fail to reach their goal? Because they can’t finish the
book, or the work has serious issues. What do “Professional Writers” want
instead? To work efficiently; to increase quality and productivity. Can the
needs of these two different groups come together?
28 BAD CANVAS
Example
Let’s continue using Fabula Deck as an example.
Amateur 18-55, medium- They write in the – They fail to finish the
writers high education, evenings and on novel they started
low-satisfactory weekends, they – They are rejected by
occupation follow writers’ editors and publishing
groups on houses
Facebook, they read – They struggle when
they have to study
or reevaluate the
structure of their novel
NB. These are assumptions. An informed designer will conduct interviews with
target users to validate the points stated above or to find more timely ones.
What more did we learn from using the user analysis cards? First, we
have to remember the issue brought up by professional writers: we un-
derstood that they prefer not to use a tool to help them write. Therefore,
we know that we have a primary target (beginner writers) and a second-
ary target (professionals: screenwriters, writers, editors). Fortunately for
us, the primary target is larger than the secondary (there are more begin-
ner writers than professionals).
We know that our primary target audience wants to be able to finish the
novel they are writing and publish it, so they are in dire need of a tool that
gives them some certainty and concrete help. We know that profession-
als would like to be more effective but, more importantly, we know that
many of them teach or coach other writers (that’s the case of editors) and
they need a method that facilitates their analysis work. Last but not least,
many writers work in writing rooms, or at least with another profession-
al, so it becomes crucial for them to have an easy way to share a general
overview of the story.
Let’s go back to the design process cards and make some changes.
Key Users.
• Primary: beginner writers.
• Secondary: professionals (writers and editors).
• Secondary: screenwriters.
30 bad canvas
• To gain an overall view of the story. * Use one line of post-its for each project
USER
USER USER USER PROBLEMS/
TYPE DEMOGRAPHICS HABITS NEEDS
Give a name to the group How old are they? What’s their job? How do they live? What are their What are the target group
of users you are analyzing What is their level of education? hobbies and habits? What kind of members’ problems and needs?
media do they use?
* Use one line of post-its for each target group
They want
Professional 25-65 They write to be more
writers and read a effective
lot for work + tool for
teaching
•
02 DESIGN PROCESS 03 DESIGN PROCESS 04 DESIGN PROCESS
KEY USER
KEY PROBLEMS/ SOLUTIONS
USERS NEEDS AND FEATURES
Who are the target users Write down at least three of What problems/needs
for this project? the users’ problems/needs do the solutions/features solv
First-time Writing
writers Finding
support and
Professional weaknesses
analysis
writers and
editors
Insight
Professional
writers
1st competitor
post-it post-it post-it post-it post-it
2nd competitor
post-it post-it post-it post-it post-it
Warning: in order to fill out this part, we must have first filled out the design
process, User Problems/Needs and Solutions/Features cards. If we do not
know what we are designing and what problem it solves, it’s very difficult to
identify competitors.
The first three cards suggest doing research: who are the possible com-
petitors, and what are their main characteristics? The other two cards
spur reflection about the collected data.
34 bad canvas
Competing Values. What variables does the competitor use to win over
the competition? If we think about the fitness app example and our con-
sideration of personal trainers, gyms, and joggers, we can work out the
following values: “Price, schedule flexibility, effectiveness, sociability.”
These are the elements that users take into consideration in choosing
one solution over another looking to solve their common problem.
Example
Now that we know what our target audience’s problems are regarding
Fabula Deck, we can analyze the main competitors that solve the same
problems we want to solve.
UVP
If you search UVP (Unique Value Proposition) or VP (Value Proposition)
on Google, you will find dozens of definitions and examples that, in one
way or another, lead back to the same concept: a simple phrase that
explains why a customer should choose a specific product. For example,
“Cheap flights to Europe” (Ryanair) or “Earn while driving” (Uber), or
even “Get in the shape you’ve always dreamed of” (Freeletics), “Work out
with the same trainers who train Chris Hemsworth” (Centr, the app that
features the actor who plays Thor in the Marvel series movies as a tes-
timonial). Be careful not to misunderstand the importance of UVP and
get caught up in claims that sound nice but have no true meaning: “The
cell phone you’ve always wanted” means nothing; same goes for “The
car of your dreams.” The UVP we identify must make sense, especially
to us as designers, so that we can clearly know the direction we’ll take
within the market.
Examples:
• “The best video courses in the world” is very unspecific. Why are
they the best? What is the real value proposition for the user?
• “Video courses taught by the top experts on a topic” is better and it
has some value. That’s what MasterClass does, offering online cours-
es held by well-known figures such as Neil Gaiman, Ron Howard, etc.
• “The restaurant where you can try my grandfather’s recipes”
means nothing, even if we cover the restaurant’s walls with pic-
tures of him.
• “The restaurant where you can try my grandfather Massimo Bot-
tura’s long lost recipes” explains the kind of value that is offered
to patrons.
competitor analysis 37
The UVP must be useful to us, and it must make sense to the user.
If it sounds like a throwaway line, an overly generic, pompous, boastful
phrase, we’d better go back to our product and review what problem it
solves, how it differs from other competitors, and why it makes sense that
it exists.
Competitive Strategy
It goes hand in hand with UVP. How do we intend to compete in the
market? What strategy do we want to adopt? The choices we have are
not as endless as it might seem. In general, we can take these two paths:
For those unfamiliar with these concepts, we can say that the Broad Mar-
ket is the mainstream market (anything that reaches millions of people:
services like Amazon and Netflix, or the products we find on supermarket
shelves) while the Narrow Market is the niche market (a specialized brand
of skis, for example).
Cost Differentiation
Broad Cost
Differentiation
Market Leadership
If we want to develop our own fitness app, we will work in a Narrow Mar-
ket and we will have to decide whether to position ourselves according to
the selling price of the product (if everyone charges an average of $9.90
competitor analysis 39
per month, we will charge $3.99 and use the UVP “The most affordable fit-
ness app on the market”) or we can find a system of differentiation, such
as using Chris Hemsworth’s team of trainers (Centr) or guaranteeing
maximum intensity and consequent physical results (Freeletics).
Yellow Tail. It is the most popular wine brand in the United States. Other
brands focused on: wine quality, price, label design, vintages, variety of
choice, vineyard prestige, etc. Yellow Tail, on the other hand, decided to
focus on a new type of costumer: non-wine drinkers, who found it difficult
to choose an alcoholic beverage based on factors they didn’t recognize and
reduced all unnecessary variables: vintage, provenance, etc. It offered only
two types of wine (white and red) with fun labels that evoked the concept
of adventure and they marketed an easy to drink wine that would appeal to
unrefined palates. As a result, Yellow Tail took by storm a new slice of the
market and made the competitors irrelevant.
Coach
Course
Fabula Deck
Manual
KEY USER
PROBLEMS/ SOLUTIONS
NEEDS AND FEATURES REQUIREMENTS
Write down at least three of What problems/needs What are the main
the users’ problems/needs do the solutions/features solve? requirements of this project?
Book
+ course
+ fabula
01 COMPETITOR ANALYSIS 02 COMPETITOR ANALYSIS 03 COMPETITOR ANALYSIS 04 COMPETITOR ANALYSIS 05 COMPETITOR ANALYSIS
COMPETITOR/
COMPARABLE COMPETING
NAME STRENGTHS WEAKNESSES VALUES OPPORTUNITIES
Write down the name of the What are the competitor’s What are the competitor’s Summarize the values on What opportunities does your
competitor/comparable superpowers? Why is it successful? critical points? which this competitor has project have compared to the
based a winning strategy competition?
* Use one line of post-its for each competitor
1st BM
post-it post-it post-it post-it post-it
2nd BM
post-it post-it post-it post-it post-it
Business models are the models that describe how something generates
and captures value. Selling items online through a website is a business
model called E-commerce (e.g., Amazon). Selling access to a movie
streaming service with a monthly payment is a business model called
business model analysis 45
>> The choice of a specific business model affects the entire system. Let’s
make an example: our company sells furniture to people who come to the
store, buy them disassembled and packaged and build the furniture at
home (like Ikea); part of our Cost Leadership strategy is precisely based
on lowering costs because of the reduced packaging and because the as-
sembly is borne by the buyer. We will have to take this into account in the
design process Requirements, because we will necessarily have to design
furniture that is easy to assemble.
The basic business model analysis cards are an easy way to understand,
study, and come up with any kind of business model, which always follow
these characteristics: something (what) is offered to someone (to whom)
through a channel (how) and for a specific reason (why) whoever owns the
business in question gets value, whether it is monetary or something else.
Business Model. Is the name indicating the way a project gains value.
We can refer to the list you find below (Subscription, Add-on, etc.) or we
can give it a name we think is more descriptive.
HOW It Is Offered. It’s the way the what gets to the who. Amazon sells
products (what) to the website’s visitors (who) through an e-commerce
platform (how). Ikea sells to customers through physical stores. The law-
yer gives advice to customers face-to-face. Universities give training and
certifications to students through a physical facility.
WHY You Capture Value. How does the business make money? Some-
thing is given to someone through a channel. So what? Why does the op-
erator of the business, whoever owns the business or project, get a return?
Amazon sells to customers products it does not own through e-com-
merce and makes money because it retains a percentage of the sale of
the product. Ikea sells products to customers through physical stores and
makes money because customers pay at checkout.
Warning: the why is not always immediate. Facebook, for example, offers a
free service to thousands of people through a proprietary social platform
and makes money because, at the same time, it offers advertising spaces
to brands and advertising agencies, and these entities pay for the ads
spaces. The same happens with Uber: it offers cab rides to customers
through an app and at the same time it offers jobs to those who need
flexible employment through the same app, earning a percentage of what
the riders pay.
Auction. I offer products (what) to those who want them (who) through
an auction system (how) and I make money because I take a percentage of
the sale. It is particularly profitable because the auction system tends to
raise the price of the product. eBay is the most famous example.
Crowdfunding. I offer a product that does not exist yet (what) to customers
(who) through a crowdfunding platform (how) and I make money because the
customers pay for the production before I even have to make any investment.
This model is useful when you don’t have the funds to develop a product or
when you decide to reduce your business risk.
Lock-in. I offer a product (what) to users (who) in a way that creates in-
terdependence (how) and I make money in the long run because it’s very
costly or inconvenient for users to replace the product or service with
someone else’s.
have developed open source products and follow this model are Linux
RedHat and Ubuntu.
Razor and Blade. I offer a product below cost (what) to customers (who)
and make a profit because my margin on “refills” of that product is very
high. A famous example is that of the razor with razor blades refills;
the same applies to selling printers at bargain prices but involving a re-
curring purchase of ink.
(how) and I make money because these companies pay me for produc-
tion. This model is adopted by many Chinese manufacturers who develop
hardware products that are then branded by companies that sell them as
their own.
After reading examples of models that are frequently used, you might
have guessed that the definition of business models can be very flexible.
It is not a science; it is more of a point of view. The most important thing
is to have an idea of how they work and the ability to think, keeping in
mind that a business needs to capture value in order to exist.
Once you understand how business models work, you will have an edge
as an entrepreneur and also you’ll be able to anticipate the demands and
needs of clients (who are often entrepreneurs themselves) for whom
you’re developing a project. If the business model changes, the whole
project changes.
Example
With Fabula Deck, the business model analysis helps us define who we
are: authors or entrepreneurs? The question “How do we expect to capture
value from the project?” will completely change our approach to the project.
Of course, the path we’ll choose will change the entire system we are
considering.
• If we choose to sell to a publishing house, we will take into account the
fact that the product will have to be displayed on shelves, and we will
give a lot of attention to the packaging in the design phase. We will also
review the list of competitors because, within the bookstore, Fabula
Deck will compete not only with writing manuals but also with other
gift ideas that the prospective buyer will have in front of his or her eyes.
56 BAD CANVAS
01 BUSINESS MODEL ANALYSIS 02 BUSINESS MODEL ANALYSIS 03 BUSINESS MODEL ANALYSIS 04 BUSINESS MODEL ANALYSIS 05 BUSINESS MODEL ANALYSIS
Make it Sell Do 50
publishable 10,000 consultancies
copies a year
In this part we will see how to delve further into two specific aspects:
• The User Journey, which helps us study the different steps taken by a
user in interacting with a product or service.
• The evaluation of a business model, which allows us to predict
whether and how much a model can really generate value.
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ADVANCED TOOLS:
THE USER JOURNEY
Among the user analysis cards, you will find 5 dark pink cards that focus
on the User Journey.
The User Journey is the set of actions, thoughts, and feelings that a user
experiences during different stages of interaction with a product or
service. It is a very useful tool when we need to study the behaviors of
advanced tools: the user journey 61
In the User Journey cards you will find the analysis of the 5 most common
steps. If necessary, we encourage you to create additional steps and insert
them between the cards, as if they were new columns of a chart.
Purchase
Comparison Retention Advocacy
Experience Advanced User
Journey cards are
post-it post-it post-it post-it arranged as an
extension of the
post-it post-it post-it post-it
basic cards
price and origin of the grain”; “The user browses the fitness app website, then
compares the price with the monthly cost of the gym closest to the office.”
Purchase/Experience. It is the first real contact. “The user buys the app
and starts exercising.” “The user purchases the pasta.” A purchase does
not necessarily take place. “The user sits in the restaurant and eats.”
“The user downloads the app and starts browsing it.”
Advocacy. How do the users talk about the product/service? “The users
have been using the app for a month, they are very satisfied and recom-
mend it to all their friends.” “The user ate well in the restaurant, made a
review on TripAdvisor, and talked about it with colleagues.” Or, the oppo-
site can happen: “The user makes a bad review on social media.”
The User Journey is critical in understanding how to intervene in the user ex-
perience to achieve the impact we desire. If we assume that users get upset
about the shipping time of our products, we can prepare an email sequence
that reassures them. If we know that the user will compare our packaging with
that of other competitors, we will have to put a lot of emphasis on that aspect.
If we want to maximize the Advocacy phase, we can build a referral program
through which we reward users who get other users to sign up with discount
codes or gifts.
advanced tools: the user journey 63
Examples
For Fabula Deck we eventually decided to adopt a more entrepreneurial
model and sell the product on our own website, after conveying custom-
ers through Facebook advertising campaigns.
The User Journey tool pushes us to think. We have hypothesized the User
Journey of a user making an impulse purchase. As we said in the compet-
itor analysis phase, there really is no alternative to the product we are
offering (as a complementary item to manuals and courses), so we believe
the customer will not compare it with anything else. But what if we are
faced with a skeptical customer?
Customers They read the landing They think it When they They will
see Fabula page and are intrigued is a scam or see the ad not talk
Deck’s ad on but want reassurance. otherwise a on Facebook about the
Facebook and They search Fabula poorly sold they will leave product
click on it on Amazon to read and unreliable a negative with
reviews, but can’t find product. comment anyone
it. Then they Google They close under the ad or
“Fabula deck review” the browser, flag the ad to
and find nothing annoyed Facebook
64 BAD CANVAS
This skeptical User Journey is entirely plausible. The User Journey helps
us understand how we might intervene to solve the problem. For exam-
ple, asking happy users to write reviews on their blogs or by building ad
hoc mock reviews so that skeptical users can find more information on
Google. Among other things, this might more effectively convince users,
even those who are not skeptical but just slightly undecided.
01 ADVANCED - USER JOURNEY 02 ADVANCED - USER JOURNEY 03 ADVANCED - USER JOURNEY 04 ADVANCED - USER JOURNEY 05 ADVANCED - USER JOURNEY
ACQUISITION/ PURCHASE/
AWARENESS COMPARISON EXPERIENCE RETENTION ADVOCACY
The user discovers the product/ The user compares the product The user makes the purchase/ Will the user use the Does the user talk about
eeds? The user becomes aware of a need with other known competitors The user experiences the product product again? the product? Would the user
recommend it?
Another Example
The example we listed above shows us how the User Journey is a powerful
tool for discovering a weakness and acting on it. It proves equally power-
ful for the opposite.
Let’s look at this instance: we are selling high-end earbuds with a well-de-
fined positioning in the market (high performance and relatively lower
price than better-known brands), and we are targeting knowledgeable
users who know they are making a great purchase from a hardware
perspective. What is their journey?
Customer After The user The user When the The user
sees the comparing our buys the complains earbuds will tell
earbuds’ ad earbuds and product in the arrive, the friends
on Facebook others. Ours because is following user is and family,
and clicks win strategically 2-3 weeks overjoyed! “Shipping is
on it well because we The a little slow
positioned are using product is but the
low-cost really good product is
shipping the bomb!”
NB. An extra step (Post-purchase) was needed for this journey, which we added
by inserting a post-it between the Purchase/Experience and Retention cards.
In this case, it is clear that to make the user happier, it would be smart
to introduce a better shipping service. However, if we study the journey
carefully, is it really necessary from a business perspective? If faster (and
therefore more expensive) shipping took away 5% of revenue, would it still
be worth it?
ADVANCED TOOLS:
THE PROCESS OF EVALUATING
A BUSINESS MODEL
Among the business model analysis cards there are 4 dark yellow
advanced level cards that help assess the feasibility and impact of a
business model.
1st BM
post-it post-it post-it post-it post-it post-it
2nd BM
post-it post-it post-it post-it post-it post-it
advanced tools: the process of evaluating a business model 67
The basic cards help us study what a business model is all about. The
advanced ones will help us understand what we need to get the business
up and running and whether and how much value this model actually has.
Costs. Which of the things we need are costs? If someone within our team
has the skills needed to assemble the sales platform, we can avoid consid-
ering that as a cost. If we are influencers with millions of followers and
we only want to sell products with our brand, we can assume that we have
no advertising costs.
Key Metrics. These are the main metrics. It is a similar concept to KPIs,
but it is less goal-oriented. Metrics are important values to monitor the
variables. If we are talking about an E-commerce model, these will be:
number of purchases per month, number of accesses on the platform,
cost per acquisition (how much we pay in advertising for each person who
makes a purchase), shipping cost, and production cost. It is like organiz-
ing a party for a fee; the party will be more or less profitable depending
on the number of paying people, the cost of the ticket, the cost of renting
the hall, the DJ, etc.
Key Valuability
Costs
Metrics Check
Advanced Business Model
post-it post-it post-it Assessments cards are laid out
as an extension of the basic
cards
post-it post-it post-it
68 bad canvas
Example 1: E-commerce
Let’s pretend that we want to open an e-commerce store to sell hand-
crafted ceramic mugs and that we want to devote ourselves to that full-
time. First we need to know how much we want to earn in order to com-
mit to this full-time project. Let’s say we need a minimum of $4,000 net/
month to be able to live comfortably (it’s even a bit more than what we are
earning now at work and it seems fair to want a “raise” because quitting
will be a risk).
Perfect! Let’s start by defining our Key metrics:
• production cost;
• production time;
• shipping cost;
• cost of customer acquisition;
• number of sales per month;
• selling price.
NB. Let’s pretend we don’t have any rent cost and we can create an online
selling platform for free. We’ll have:
Please note: the cost of acquiring a customer (the price we pay in advertising
for each individual customer) is a number we must necessarily assume.
How do we do that? By doing Google research and finding average market
values. We identified a general value at $15.
Now we need to create an Excel file to figure out how much we need to
sell in order to earn $4,000/month net (about $4,500/month gross if we’re
looking at a 10% taxation).
In the Excel file, increase the number of units sold until the income is at
least $4500:
advanced tools: the process of evaluating a business model 71
Results/month
Total working hours 250
Costs $5 500
Revenue $10 000
Income $4 500
We will realize that we need to sell at least 250 mugs each month in order
to earn the necessary amount of money. This is true only if the acquisi-
tion cost stays at $15. Let’s remember that this cost is just an assumption;
we might end up spending more or less (and, if we were to spend more
than $15, we would be in trouble!). We will also find out that in order to
earn the desired amount, we’ll have to work at least 250 hours per month
just for the production of the mugs so, unless we get someone to help
us, we are already close to our production limit (250 hours per month is
roughly 60 hours per week).
Please note: we are not taking design costs into account (designing the
mask, branding, packaging etc.) and communication costs (creating a
presentation video, photo shoot, writing the text for the Kickstarter page,
etc.) because we assume we can do everything in-house. We also assumed
that 70% of the backers will order the single-mask package while the
remaining 30% will order the double-mask package because we analyzed
other similar projects on Kickstarter and realized that the single/double
package percentages are on average 70/30.
Results
Total revenue $39,230
Kickstarter fee $3,923
Costs $35,240
Profit $67
We will realize that we need at least 524 backers to make the project
viable. Even if we were to be successful, this is the worst case scenario,
the one in which we manage to start production but costs and revenues
get to zero: the revenue will be at $39,230 and expenses at $39,163, with a
profit of $67. So what can really be our profit? The remaining masks that
we have in stock, which we can sell later!
We also have to ask ourselves: are we sure we can get 524 backers without
any advertising investment and using only our social channels? What if
we were to assume a $10 investment for each acquired backer?
74 bad canvas
Results
Total revenue $47,540
Kickstarter fee $4,754
Costs $42,700
Profit $86
In this scenario we’ll need to reach a higher goal of about $50.000 and at
least 635 backers.
Final Considerations
Discovery-Driven Planning helps us to evaluate the model we want to
adopt and to understand whether it might make sense to implement
(perhaps in the case of ceramics it’s not the way to go) and it also sheds a
light on possible adjustments (in the case of masks we might even decide
to increase sales prices). In general, it helps us not to get hurt when we
are choosing which business direction and business model to choose.
advanced tools: the process of evaluating a business model 75
Example
For Fabula Deck, if we want to adopt the proprietary E-commerce busi-
ness model, we are going to fill out the Business Model Evaluation cards
in the following way:
We know that:
• we want to sell the product for $29 including shipping costs;
• the cost of the product is $1/unit;
• shipping is about $8 per order.
Result/month
Revenues $58,000
Costs $48,000
Final profit $10,000
76 BAD CANVAS
Assuming that we sell 2000 units a month we know there will be profit.
It’s not the best option but it works so it is certainly a viable path.
Let’s take it further: what would happen if we offer one Fabula Deck
for $29 and two decks for $49, convincing customers to buy two and
save money and assuming that 30% of people will choose to buy the
two-deck bundle?
Result/month
Revenues $70,000
Costs $48,600
Final profit $21,400
Now it is very clear that the E-commerce business model is viable, especial-
ly if we use bidding logic, bundling multiple products to amortize shipping
and acquisition costs.
05 BUSINESS MODEL ANALYSIS 01 ADVANCED - BM EVALUATION 02 ADVANCED - BM EVALUATION 03 ADVANCED - BM EVALUATION 04 ADVANCED - BM EVALUATION
Sell
Make it 10,000 50 consulting
publishable copies clients
a year
VERY ADVANCED TOOLS
In the first part of the manual, we learned how to visually represent a
project in all its key areas (users, competitors, and business) and to think
and act in a holistic and informed manner. In the second part, with the
help of advanced level cards, we understood how to delve into the user
interaction experience and to evaluate business models.
In this third section, we’ll see how to handle the ideal and operational
evolution of a project. Specifically, we will see how to:
• hypothesize product/service innovation;
• hypothesize process innovation;
• hypothesize business model innovation and enhancement;
• prioritize possible strategic choices.
04 VERY ADVANCED - ITERATIONS
01 BUSINESS
VERY ADVANCED - ITERATIONS
03 VERY ADVANCED - ITERATIO
NS
05 VERY ADVANCED - ITEMRATIOONSDEL
T
WORST CASE BUSINESSENHANCEMEN e the existing PROCESS 02 VERY ADVANCED - ITERATIONS
SCENARIO
Can you enhanc
MODEL the
business model
?
INNOVATION
n that prevents
INNOVATION
Find the solutio
worst possible sce
nario
PRODUCT
Can you optim
ize the costs
and/or the pro
Can you dr cesses?
astically ch
INNOVATION
current bu an
siness mod ge the
el?
ovate the
How can you inn
?
product/service
VALUE
INDEX
What is
the
Benefits
/Costs ra
tio?
04 VERY AD TO-DO
VANCED
- ITERATIO
LIST
NS
y actio ns
What are the necessar
ge?
to introduce the chan
MANA
GEME
Who
is
the n going to
eede
d act supervis
NT
ions? e all
VERY ADVANCED TOOLS:
ENHANCEMENT BY ITERATION
Projects are constantly evolving. How does our business look one year
after we have produced our next-generation masks through a successful
crowdfunding campaign? Should we expand with the introduction of a
new product, or should we optimize our internal processes? Should we
innovate our business model?
Actions that can generate a positive impact, from least impactful to most
impactful, include:
• product innovation;
• process innovation;
• business model innovation.
The iterations cards are the black cards in the deck. There are 9 of them.
The vertical ones should be aligned on the y-axis, and the horizontal ones
on the x-axis, building a small grid.
Worst
Case post-it post-it post-it post-it
Scen.
Product
Inno- post-it post-it post-it post-it
vation
On the left vertical side, we can find 5 cues to start finding new solutions,
while on the upper side, the horizontal one, we’ll have the 4 recommended
steps to analyze possible solutions.
82 BAD CANVAS
Example
Let’s imagine that Fabula Deck is now a real and launched project.
We sell products online through a proprietary E-commerce model, with
no middlemen, and we advertise only through Facebook.
Here’s how we might use iterations cards:
and early production; let’s say the cost is average, so 3. We are look-
ing at an index of 1/3=0.33. Again, this is a lukewarm prospect.
Summary
For the time being, we could only think of one possible business model
innovation which doesn’t seem fruitful. We also realized that product in-
novation is not for us (or at least it’s not at the top of the list), and there
are in fact only two promising avenues: optimizing shipping and adding
products to sell in add-ons. The statistic discussed earlier suggests that
add-on implementation should be the most impactful action, but we now
know about the Discovery-Driven Planning technique, so let’s crunch
some numbers and try to predict what the impact of each of the two
paths might be.
Result/month
Revenues $70,000
Costs $48,600
Final profit $21,400
Result/month
Revenues $74,500
Costs $50,700
Final profit $23,800
In doing the math it turns out that this operation would be worth an extra
$2,400 per month. Not bad, but perhaps less than we would have expected.
Result/month
Revenues $70,000
Costs $45,400
Final profit $24,600
Conclusion: out of all the assumed directions we could take, the one with
the greatest impact is process optimization in the form of opening a US
warehouse to reduce the cost of shipping. Another viable way, even if low-
er in the list of priorities, is to create an add-on to increase the average
shopping cart. Finally, if we really want to invest in product innovation,
we can do so, but as a last option.
02 DESIGN PR
OCESS
KEY
USER
How do goals change? Who S ar
for th e the ta
is proj rget
IF
WORST CASE Facebook
SCENARIO
collapses Make phone
Find the solution that prevents the
worst possible scenario 1/5 = 0,2 calls to Have a
Create libraries distribution
physical Make person
distribution statements
PRODUCT
INNOVATION
How can you innovate the
product/service?
Make new 1/3 = 0,3 Redesign Designer
Fabula Deck deck
PROCESS
INNOVATION - Find
Open 5/2 = 2,5 Same person
warehouse
Can you optimize the costs
in charge of
and/or the processes?
warehouse
in US - Negotiate logistics
contract
BUSINESS
MODEL
ENHANCEMENT - Find
Can you enhance the existing
Add-on 3/3 = 1 Lead
products
business model?
designer +
- Place add-ons UX designer
on site
BUSINESS
MODEL
INNOVATION
Can you drastically change the Distribution 1/5 = 0, 2 See worst See worst
case scenario case scenario
current business model?
• Start with one of the external areas, and then trace our thinking
back to the design process. If we want to design a product that
works with the Subscription business model, we might start in the
business area to derive the Product Requirements as a first step, and
only later we’ll think about the actual design. If we already have a sol-
id community, we may want to develop a product for a specific target
audience. In that case we will start working from the users area.
BAD’s main goal is to provide mental elasticity and a broad view of the
project. The important thing is not how to navigate the canvas but to
acquire the ability to navigate it smoothly.
BAD’S IDEAL USERS:
3 CASE STUDIES
BAD is designed to broaden the vision of a project, taking into account
aspects that are often underestimated or whose interdependence is over-
looked. We have outlined three ideal users who, in our opinion, represent
the profiles who would benefit the most from this tool:
The Brief. One day Amelia, the company’s CEO, comes out of a meeting
very nervous and calls Maria telling her the brief: “Marketing is working
very well. We continue to acquire new users. However, we have a problem:
a lot of people use the app once and then they quit. Either they don’t use
it anymore or they delete it. We believe it’s a user experience problem.
We definitely need to increase our retention rate.”
For those unfamiliar with the terms used above: User Experience, or UX,
refers to the user experience of the product (an area in which Maria is an
expert). Retention rate, on the other hand, is the percentage of users who
download the app and then keep it and use it.
case study #1: the cab app designer 97
Let’s see how Maria would operate if she decided to use BAD to get a
broader view: Maria starts with the design process cards, specifically
from what she knows to be the problem stated in the brief.
Key User Problems and Needs. To hail a cab swiftly and easily.
Solutions and Features. An app that allows you to click and get a cab and
to know ahead of time how much the ride will be, giving you the possibil-
ity to pay by credit card.
Business Goals & KPIs. Increase the rate of users who continue to use the app.
Maria immediately finds a shortcoming in the brief: the objectives are not
specific, they did not provide her with either KPIs or precise data about
the problem. So she immediately goes to Amelia and tries to get more
information discovering that, of all new users:
• 60% use the app at least once;
• only 5% continue to use it (the retention rate).
So Maria focuses mainly on users using the user analysis cards and
particularly looking at their User Journey:
Regular cab 25-65, live in a big Good internet They want to improve
users city, high income or knowledge, high their cab experience,
work for company living standard specifically:
that pays cab fares – not having to be
on the phone to give
directions to the pickup
location
– pay quickly
case study #1: the cab app designer 99
For now, Maria decides not to study another user group but to focus on
the one already at hand.
Julia She weighs the She fills out She was very She tells
discovers pros and cons of the required satisfied with her collea-
the iTaxi app using iTaxi and information right the service and gues about
through a deems it fair so away using a 5 continues to it recom-
Facebook ad she downloads it minute break at use it! mends it
work. When she
leaves the office still
on a work call, she
opens the app and
books a cab
Maria realizes that the first problem might be with the registration and
specifically entering the information needed to use the app (credit card,
etc.) She asks for a user abandonment rate at the registration stage, look-
ing for how many people, like Carlo, found the process frustrating and
chose to give up. To her surprise, she finds that the percentage is 40, less
than the average of 50% that she found online. She also runs brief tests
with users and discovers the sign-up process is extremely fast and that
the app works well and has no bugs.
After that, she decides to test the process of booking a cab: that evening,
she hands the phone to her mother and tells her to call a cab to go to a
restaurant where they’re having dinner. She watches her Mom entering
100 BAD CANVAS
the arrival address and clicking on the “Call Taxi” button. Mom hesitates
for a moment to ask for the restaurant address, which she does not know
by heart (but she would have had to research it anyway to let the cab
driver know). Otherwise everything went very well; she had no difficulty.
Maria considers that the address entry system could be improved, but
she does not think it is a crucial problem.
Thoughts. Maria doesn’t think that she is facing a user experience prob-
lem: the user experience already seems to be good and she is absolutely
convinced that no matter how much it is improved, this will bring the
benchmark KPI (retention rate) from 5% to 25%.
Warning! If Maria hadn’t followed these steps, she would have worked on UX
improvements, with developers busy on implementing it only to get an earful
from Amelia because the retention rate would not have increased.
Maria realizes that something doesn’t add up: why do users download
the app, use it in large numbers, and then stop? She decides to talk to
the marketing department and ask what type of communication strat-
egies they are adopting. She discovers that, to entice first use, they are
offering $5 coupons to new users, a strategy that is quite popular.
Fred sees Fred has to go to He called the cab He keeps the He tells all
an ad on a dinner party. with the app and app as a last his friends,
Facebook He usually uses was very satisfied. resort. Without “Download
offering a cab a car sharing The ride cost him the $5 discount, that app,
ride with a $5 service, which exactly $10, as the he doesn’t like the first
discount. would cost him app said! to use it. He ride is $5
He thinks: $7-8. A cab ride prefers car off!”
wow! And would be $15, a sharing
downloads bit too much.
the app However with
the $5 discount
it becomes
acceptable
Habitual cab 25-65, live in a big Good internet They want to improve
users city, high income or knowledge, high their cab experience.
works for company living standard Specifically:
that pays cab fares – not having to be
on the phone to give
directions to the pickup
location
– pay quickly
102 BAD CANVAS
Key User Problems and Needs. To book a cab quickly and easily + getting
around town conveniently.
Solutions and Features. An app that allows you to get a cab with a click.
It also allows you to know in advance what the fare will be and be able to
pay with a credit card.
>> This is a critical point: for the second group of users, the only interesting
feature may be the preview of the fare. However, it is not a real solution to the
problem. The cab is still too expensive.
>> Maria starts having some doubts. Even on the UVP and Competitive Strat-
egy, users are acquired with a UVP that is saying, “$5 off your first cab ride”
which really means “For once, a cab ride will be affordable,” and it works!
But the cab is no longer affordable after the first ride so the product stops being
competitive and that’s when the retention rate plummets.
One might object that it’s not Maria’s job to worry about these issues.
Wrong! We just proved how the opposite is true: if Maria had not con-
sidered all of these factors, she would have wasted time and resources.
Designers need to look at the project in a holistic way to be sure to
make informed decisions.
Maria is now asking herself a crucial question: if we are acquiring the
wrong users, our product will not meet any need and will be perceived
as useless. How do we make it useful? And most importantly, useful
for whom?
Maria decides to use the competitor analysis cards to gain a clear overview:
Maria now feels the need to expand her vision even more, so she asks
Amelia for some information and also analyzes iTaxi from a business
perspective using the business model analysis cards:
Fixed data
Fee 5%
Average ride cost $15
Ads acquisition cost $10
Additional cost for first ride $5
Number of users acquired/year 10,000
Retention rate 5%
Number of users who stay/year 500
Number of rides per user/year 120
Average ride cost $15
Results
Loss on the first ride $4.25
First ride loss/year $42,500
Acquisition cost via ads/year $100,000
Total acquisition cost/year $142,500
Number of rides/year 60,000
Sales $45,000
Profit $-97,500
Maria arbitrarily sets the number of users acquired per year (10,000)
to start making an assessment. She calculated the loss on the first ride
($5—the gain on the relative ride), the number of rides per year, and the
total revenue, so revenue minus expenses. She realizes that this cannot
work: there’s going to be a significant loss.
106 BAD CANVAS
Fixed data
Fee 5%
Average ride cost $15
Ads acquisition cost $10
Additional cost for first ride $5
Number of users acquired/year 30,000
Retention rate 20%
Number of users who stay/year 6,000
Number of rides per user/year 120
Average ride cost $15
Results
Loss on the first ride $2
First ride loss/year $60,000
Acquisition cost via ads/year $300,000
Total acquisition cost/year $360,000
Number of rides/year 720,000
Sales $540,000
Profit $180,000
By acquiring 30,000 users and raising the retention rate to 20% things
could be much better (not counting structure costs like salaries and rent,
etc.) Unfortunately the problem stays: how can the retention rate percent-
age increase when the newly acquired users are the wrong ones?
Maria goes back to the design process cards and she focuses on users’
needs and solutions:
Key User Problems and Needs. To book a cab quickly and easily + getting
around town conveniently.
case study #1: the cab app designer 107
Solutions and Features. An app that allows you to get a cab with a click.
Unfortunately, the price preview function makes little sense for cab
users who are not concerned about the expense, and it may even be
a deterrent to other possible users who might be scared off by the
excessive cost.
The problem here is that the solutions provided to users at the mo-
ment are not sufficient so the product has been poorly designed. It is the
designer’s job to recognize it and develop a product that not only looks
good and has a satisfactory user experience but also has a reason to exist
and it is actually used by paying users.
Another thing that Maria can do is to use the Very Advanced level cards
and remember that statistically the greatest positive impact comes from
a business model innovation. Hence the question: how would it be possi-
ble to integrate or transform the current model?
Maria tries to apply the subscription model:
Fixed data
Fee 5%
Average ride cost $15
Ads acquisition cost $10
Number of users acquired/year 10,000
Retention rate 25%
Number of users who stay/year 2,500
Percentage of rides not used 20%
Number of rides per user/year 120
Average ride cost $15
Monthly Subscription $135
Results
Acquisition cost $100,000
Yearly subscription revenue $4,050,000
Money to be given to yellowcab $3,600,000
Fee we take from yellowcab $180,000
Revenue $530,000
By doing this brief discovery-driven plan, Maria finds that this model might
be valuable: if 20% of the rides were not used (a metric that needs to be
studied) the revenue for the company would be very high.
This type of model would go a long way towards completely repositioning
the product, especially for the first target audience. With the design pro-
cess cards, we would see:
Key User Problems and Needs. Calling a cab in an optimized way + keep-
ing travel expenses within the city limits under control.
Solutions and Features. A service that allows you to pay a monthly fee
giving access to a set number of cab rides.
Obviously, in this case, the project would take a completely different course,
shifting to a business service, and the marketing department would also
have to change its strategy.
Since we can’t lower the price of rides because otherwise the company
would go broke, how else can value be captured?
110 bad canvas
If a cab ride cost $5 but the user was asked to answer surveys of paying
companies during the ride, we would have a new scenario:
Key User Problems and Needs. They want to move in the city but won’t or
can’t spend too much money.
Competitive Strategy. Blue Ocean. Here you’ll gain a whole slice of the
market that would have never used a cab, but will now because it is cheap-
er than car sharing!
Final Conclusions
It’s uncertain if this process will lead toward a successful solution, nor
that Amelia, faced with Maria’s proposal, will agree and decide to accept
a radical change in the service she has designed. However, it is important
to understand the difference between a less conscious approach (Maria
deciding to improve the UX of the product) and a broader approach that
can show her how the design problem is deeper than it might have seemed.
CASE STUDY #2:
LAMP FREELANCE
John and Mark are two product designers who specialize in furniture.
They are often approached by companies that commission objects for
their catalogs, but they are also working on a new business venture:
they work on concepts and present them to specific companies and in the
hope that those companies will want to buy them.
In this new business, they encounter big problems: they spend time and
energy on designing sensible, harmonious objects in line with the cata-
logs of companies they contact, and even more time preparing eye-catch-
ing presentations that manage to convey the poetics of the product. Un-
fortunately, most of the time they come out of the meetings after hearing
a “Great job but…”, which leaves them extremely frustrated. The same
thing happened yesterday: they presented three floor lamps to a company
in Milan that showed no enthusiasm.
case study #2: lamp freelance 113
Key User Problems and Needs. Lighting a room with a beautiful object.
John and Mark realize that there is something very weak in their
approach. They try to get in the shoes of the company that should buy
one of their lamps and they ask themselves: “Would we invest in this
product?” A shiver runs down their spine: it is a very expensive lamp
from a production point of view, so it will have to be sold at a high
price, and… it has no real UVP! “Cooler than other lamps” doesn’t mean
anything.
John and Mark begin to better understand what they’re facing: when
company’s managers see their presentations, they are afraid to invest
in a product that might be bought only for emotional reasons. If they
were well-known designers, everything would be easier: the UVP in
114 BAD CANVAS
that case would be “A lamp by John and Mark!” However, they are not
there yet, so they consider changing their strategy.
Meanwhile, they try to get a general idea of the market using the com-
petitor analysis cards. If a user is looking for a lamp, these are the
available options:
John and Mark understand that it’s easier to sell a lamp that has a specific
function than one that is bought only for its aesthetic or emotional ap-
peal (which is very subjective), and they see a good opportunity in noting
that many of the lamps that respond to a problem (e.g., reading without
annoying other people) are functional but cheesy.
case study #2: lamp freelance 115
John and Mark review their project so they can develop a functional
“designer” lamp:
Key User Problems and Needs. To read in bed without bothering their
companion.
To pinpoint the exact needs of frequent readers, John and Mark interview
some of their friends using the user analysis cards:
Based on the problems identified, John and Mark decide to design lamps that:
• have dimmers so as not to annoy the other person in the bed;
• have a timer that turns off the lamp at a set time.
Presentation
When they present the new lamps to the company they had approached
in the past, they do so with a reasoned presentation: first, they explain the
market opportunity, then they identify the problem of wanting to read in
bed with an adjustable light as a fairly widespread need (frequent readers
are over 10% of the population, a not insignificant niche), and then they
reveal possible solutions to the problem as a product feature that was
taken into account in the design phase.
case study #2: lamp freelance 117
John and Mark explain the User Journey of Carla, an avid reader:
Carla is frustrated She finds several The price is She reads every She talks
because her options. Many are acceptable for night and is about it
boyfriend cheesy or require a high-end very happy. with all
complains about hanging on the product so she She links the her reader
the light coming wall, which Carla buys it! purchase to friends!
from her bedside doesn’t want a positive
lamp when she to do. She finds experience
reads in bed. She John and Mark’s
googles “reading lamp which looks
lamps” functional and
pretty!
They close the presentation by showing the three concepts they de-
signed and explaining that they are designed for optimized storage and
shipping costs.
The Result
The company managers are very impressed with John and Mark’s work.
They compliment them on their approach, which has convinced them.
They are not interested in the topic of bedside reading lamps at the mo-
ment, but they decide to commission an armchair reading lamp. The new
business paid off!
Final Considerations
John and Mark’s goal was to find new clients. They realized that devel-
oping a unique product solely taking into account the aesthetic and
using expensive materials is a risky investment for the company (and
therefore also for them as freelance designers). Designing function-
al items and keeping a business approach in mind, has a much better
chance of success.
This does not mean that John and Mark have to completely change their
values as designers by “selling out”. John and Mark decide to differentiate:
118 bad canvas
50% of their new business actions will be high-risk. They will propose ob-
jects born of pure gut feelings and lacking a true UVP. The remaining 50%
will be low-risk, strategically justifiable objects, and will guarantee new
collaborations with companies.
CASE STUDY #3:
CINEMA ENTREPRENEURS
Alice and Claudia are two young female entrepreneurs who have been run-
ning the Dot Film Fest, an international independent film festival that takes
place in a small town we will call Dotland (imaginary name), in Italy, for three
years. They realize that the current situation is not sustainable: the festival
does not make enough money from either ticket sales, private sponsors, or
even public subsidies (governments allocating public funds to support arts
initiatives is a very common practice in Europe). They know they have to do
something to keep the event running, but they feel paralyzed, afraid of mak-
ing the wrong decisions and being forced to close. They use BAD, beginning
from the design process, specifically looking at pain points.
Key User Problems and Needs. For filmmakers to show their films. For in-
dustry insiders to network. For film enthusiasts to have a diversified offer.
Alice and Claudia immediately realize that the situation is pretty bad.
They are unable to fill out half of the design process cards!
They patiently lay out the other cards and start working on the area they
think they know best, users:
Cinema lovers 20+, they are They pay attention to – They want to see
cultured and the film world, visit something new
well-educated independent film
websites and festivals
in search of non-
mainstream films
Aside from the first three target audiences, Alice and Claudia identified a
fourth group in the citizens: those who find Dot Film Fest a different form
of entertainment and the business owners to which Dot Film Fest brings
new customers each year.
From an initial analysis, which does not yet take into account international
festivals, Alice and Claudia understand that there are certain values that
hold sway, particularly the prestige of the festival and the effectiveness
of networking. This is a blow for them since they know that, in order to
become prestigious, a festival needs years and years of activity (and they
don’t have that kind of time!).
They also realize that their research was a bit unfocused: if competitors
usually meet the same needs as Dot Film Fest, what are those needs?
And that’s where the values they listed above come back: the more pres-
tigious a festival is, the more it promises visibility. The more effective the
networking, the more industry insiders attend.
Also, prestige is not the only value that can address the need for visibility.
Access to effective distribution can also be a solution. A real opportunity
is beginning to emerge: to create an inclusive festival that also targets
yet-unknown filmmaker and insiders and one that focuses primarily on
real distribution possibilities for the films in competition!
Alice and Claudia go back to the drawing board working on the design
process section:
case study #3: cinema entrepreneurs 125
Key User Problems and Needs. For filmmakers to show their films;
for industry insiders to network; for film enthusiasts to have a diversi-
fied offer.
Alice and Claudia can now approach the biggest pain point: lack of funds.
They analyze the business models adopted so far:
They don’t need to make projections because they have data from pre-
vious years.
How much is the margin though? More importantly, what do they need
to enhance this model?
Alice and Claudia talk to their co-workers and learn that they can pay
people 10% on the entries they bring in and they can give the programmers
$5 per film viewed.
Result/month
Revenues $60,000
Costs $16,000
Final profit $44,000
Result/month
Revenues $120,000
Costs $32,000
Final profit $88,000
However, it’s not that easy to convince 4,000 filmmakers to submit their
film unless the festival offers them something they really care about.
Alice and Claudia go back to the competitor analysis focusing primarily
on filmmakers’ needs to have visibility and exposure. Since they cannot
offer prestige, the only possible alternative, as they had already assumed,
is to give access to distribution opportunities.
If Alice and Claudia can strike a deal with these players, one of their
business models could become extremely fruitful. What other aspects can
they focus on?
Let’s go back to the design process cards, focusing on insiders, the
secondary target audience and their need to make new connections that
could lead to new job opportunities. They decide to broaden their user
analysis by dividing the target audience into two parts: up and comers
and established professionals.
case study #3: cinema entrepreneurs 129
Up and Coming 20-35, they are They look for – They want to find job
filmmakers knowledgeable networking events, opportunities to start
in film studies join Facebook groups their career in cinema
and want to start on the topic, and – They want to meet
working actively seek job and talk to established
proposals professionals
Established 30-65, they work They are part of – They want to find new
professionals in film and TV the industry and job opportunities
are looking for new – They want
career opportunities opportunities to
strengthen relationships
with their contacts
– They want a up and
coming filmmakers-free
space
Alice and Claudia know that they need to find a Key Problem (perhaps
not obviously visible) of their users that they can satisfy through a non-
exclusive event.
These are just guesses, so Alice and Claudia call some of their friends who
fall into the target groups and interview them discovering that:
• Everyone would love to attend an event where experts in business,
branding, strategy explain how to make more money from the movie
business. There is nothing like that in Italy!
• Half of the established professionals interviewed confirm interest in
meeting promising young people.
Alice and Claudia rejoice: they found hidden needs and can work to find
solutions. Creating an education and networking event is a complemen-
tary project to the festival, so it should be placed in a new row under the
design process cards:
KEY USER
PROJECT KEY PROBLEMS/
NAME USERS NEEDS
What’s the name of the project Who are the target users Write down at least three of
you are working on? for this project? the users’ problems/needs
* Use one line of post-its for each project USER ANALYSIS USER ANALYSIS
The picture is clearer now! Alice and Claudia know what to do to save
their festival: focus on creating partnerships with non-traditional distrib-
utors and a cross-skill cultural event.
The very last piece concerns the target groups they left out (film lovers
+ Dotlandia citizens). Over the past 3 years, Alice and Claudia know they
have built an elegant, spectacular, and entertaining festival, so they are
confident they can amply meet their needs.
They’ve already put up their BAD Canvas on the wall and started filling it.
They place the iterations cards and look at the possibilities:
Super star The chance to General Via having the star Because visitors
meet a star public in Dotlandia consume at the
bar + journalists
talk about the
event
Alice and Claudia quickly try to assess the potential of each business model:
Superstar
They start for the Superstar option, assuming that it will cost them $20,000
divided in fee, travel and stay. They hypothesize that 5,000 visitors will come
to the festival attracted by the star and that one in two spends at least $5 at
the bar. In addition they budget at least 10 articles in national newspapers.
Result/month
Revenue $12,500
Costs $20,000
Final profit $-7,500
Even if the bar were to serve 2,500 people (half of the 5,000), the costs
wouldn’t be met. They would have newspaper articles that would end up
having cost $7,500.
This is not a real business model because it doesn’t catch value. They can
look at it as a brand awareness strategy that compensates with bar revenue.
136 BAD CANVAS
DotStream
Here there is more work to be done. They ask a team of programmer
friends how much it might cost to build a Netflix-like platform ($5,000),
then set a monthly price ($4.99, super competitive) for the subscription.
At a strategic level they know they don’t have to work too hard to search
for indie films because they already contact over 20,000 filmmakers each
year for the festival. When it comes to acquisition they can avoid using
paid advertising at the beginning, planning to offer filmmakers and their
friends a free month and estimating a 5% retention rate.
Fixed data
Monthly price $4.99
Platform cost $5,000
Variable data
Filmmaker contacted / 20,000
year
Retention rate 5%
Wow! Of course, one has to be sure that 20,000 filmmakers are contacted
and invited each year and that really 5% of users stay on the platform.
To this model they will add paid advertisement and hire someone to do
full-time management as a cost. The important thing is that Alice and
Claudia know that it is an extremely promising scenario!
case study #3: cinema entrepreneurs 137
Dot Production
Alice and Claudia envision making full use of their contacts in the industry
to find the right scripts and teams to create a film, and to access public
funds to make them. Their goal may be to put up one film a year and, for
the first 3 years, to get $600,000 in public funding. They estimate that
they will be able to use two-thirds to pay for outside workers and living
costs, and allocate one-third for their income.
Fixed data
Public funds $300,000
Dot Production gain 33%
Result / year
Revenue $99,000
Costs ?
Final income ?
Something is not adding up. Alice and Claudia must provide salaries for
those who will work full-time at Dot Production (2 people at $30,000
gross/year at least, average income in Italy), and already the whole op-
eration does not look promising. If they want to make it profitable, they
definitely need to find another business model to integrate. Since they
already have partnerships with alternative distributions, how much could
they earn from direct sales of the films they will produce?
138 bad canvas
Final Conclusion
Alice and Claudia cannot predict the future, however, they can now make
informed choices. They now know that:
• investing in a world-class star is only a brand awareness strategy,
not an action to increase revenue;
• creating an online streaming platform, no matter how complex, can
bring tremendous and tangible results;
• setting up a distribution with a classical business model may not
be the most effective path. They need to think about that one a
little more!
ALL THAT BUSINESS
IS NOT GOLD
Until now, you may have felt that we are advising you to always look at
profit, as if the ultimate goal of any project is only to monetize.
That is not so. A project can be very valid and worthwhile even if it fails
from a financial point of view. It can be very successful, even if every part
of your study, from users, to competitors, to the discovery-driven plan,
made you think otherwise. We will never tire of saying this: it is not about
business; it’s about business awareness. BAD’s goal is to make you as aware
as possible of the path you have decided to take. There is nothing wrong
with deciding to invest in a project based on a hunch and not on data, or on
pure passion for an idea. The important thing is to know the risks.
Let’s look at the ultimate failed project: writing a literary novel. We all
know that writing a literary novel requires a huge amount of energy and
time, and not only is there no guarantee of publication, but the scenario
of seeing a financial return is very unrealistic. How so?
all that business is not gold 141
It’s immediately clear why the novel we want to write is a failure. It has
no specific target audience, the problem it sets out to solve (entertain) is
much more efficiently solved by a TV series, the UVP is irrelevant because
we are not celebrities. Let’s face it—it’s a leap into the unknown, a total
risk. Would you guys spend $2,000 to print it and sell it door to door?
A beginner writer is right to want to be published by a real publishing
house because, when you are unknown to the public, the only value a
novel can acquire is to be selected by a quality brand. So:
Since no novel can really address the needs and problems of key
users, publishing houses also play on UVP enhancement by adding
bands that say things like “Winner of the Pulitzer Prize”, “So and so
loved this book.”
Let’s take a step back. Since the only value our novel might have is to
be chosen by a major publishing house (and even then, it may not sell!)
our chances at success are very limited. How can we increase them?
What if we write a genre novel (e.g., a thriller)?
UVP. The book that will keep you on the edge of your seat—8 hours of
reading!
We could be cheeky, figure out what the current trends are and choose to
write a thriller novel on a certain topic, so that we also have a Competitive
Strategy.
Seeing the pattern before, we quickly realize that a thriller has a better
chance of working than a literary novel, both in the marketplace and
when being evaluated by a publishing house. What about non-fiction?
You can see that this is even easier, especially if we were writing a manual
with a specific positioning compared to other available manuals.
We’ve figured it out by now. Since we are great at writing, why don’t we
talk to an influencer with 500k followers—perhaps a mom followed by
other moms (we’ll call her SuperMom)—and convince her to hire us as
ghost writers to write a book perfect for her target audience?
Anyone would publish this book. You would too if you had a publishing
house, right? With a pool of 500k followers, we are sure that 10,000 copies
of the book will sell in the first week. Maybe even 30 or 40,000. But why
publish with a publishing house?
30,000 copies at $20 each makes $600,000 where 10% author royalties
equals $60,000. I know it feels cool to tell everyone you were published by
Penguin, however if we convince the influencer to self-publish, maybe she
sells the same number of copies keeping 100% of the profit, so $600,000
(from which we have to subtract printing and Amazon costs, which will be
more or less 50%. We’re still talking about $300,000: five times compared
to the other scenario).
Moral of the story. We wanted to write our big novel. Instead, we ended
up considering ghostwriting for a supermom influencer and convincing
her to self-publish to monetize more. Sickening, isn’t it? That’s called
awareness. You can decide to follow your dreams, even if it’s a bad busi-
ness move, but at least you’re aware of what you’re up against. Or you can
choose to reassess your dream because you want to make a revenue out
of it. You are the compass.
BAD WORKSHOP
You can use BAD to hold workshops for your company or your team, and
if you’re a teacher you can use it as an educational tool.
If the goal of the workshop is to identify possible new directions, you can
proceed with an exploratory session:
1. Set up the iterations cards and ask the team to come up with a
hypothesis for each cue (30 min).
bad workshop 147
In Class Workshop
You can use BAD to create fun and challenging teaching units for stu-
dents in design, marketing, business management.
3. What product can they build to make that model work? Ask them
where they would like to start on the canvas (30 min). In this case it
is valid to either start with users or competitors.
4. Have them fill in the rest of the canvas, trying to go as deep into each
part as possible (1 hour).
AUTHORS
Matteo di Pascale and Andrea Binasco are Sefirot Independent Publish-
er’s founders and directors. They are responsible for the creativity tools:
intùiti, Fabula, Fabula for Kids and Cicero, which have sold more than
100,000 copies worldwide.
In this glossary you will find the meaning of expressions that recur
throughout the book and that have not yet settled into common usage,
or that may not be clear to some readers. The definition covers only
the usage in a design context and leaves out any different meanings in
other languages.
Brand. The set of elements that identify a business, person, or public en-
tity. The brand consists of tangible elements, such as logo, name, and ad-
vertisement, but also intangible elements such as the reputation, values,
and history of the product/business. As a whole, a brand is made of the
consumers’ perceptions of a company, product or service.
Break Even. The moment when a company’s costs and revenues are equal.
Business Goal. Goal that a company sets for itself; it can be short-, medi-
um-, or long-term and can relate to both turnover and processes, brand
awareness, and generally all elements of the company itself.
Customer Care. It is the set of all interactions that a company has with
the customer before, during and after the purchase or use of the service,
to provide information, support, problem solving, etc.
Genius Design. Design approach that enhances the creativity, vision and
intuition of designers, who design based on their own inspiration, without
necessarily starting from a user requirement or user testing and feedback.
Design Thinking. The approach to design that aims to solve one or more
problems and is iterative and nonlinear. The expression is widely used
and has come to be applied to many approaches and methods that are
also somewhat different. It usually indicates design steps, for example:
the moment in which we empathize with the user to find a problem,
a problem definition phase, a solution ideation phase, a solution proto-
typing phase, and a testing phase. This process is repeated until the ideal
solution is found.
Key Metric. Data essential for finding out whether the business is
working.
Key User. A user that the service/product primarily targets. For this rea-
son, key users are usually involved in testing.
Landing page. Web page built for a very specific goal, to which the user is
directed usually after clicking on an advertising link.
Lead. Contact (email, phone number, etc.) of a potential client. From the
expression meaning ‘guide’ or ‘leash’.
Pain Point. Critical point or defect in the product or service found by us-
ers or stakeholders, either during testing or regarding an existing prod-
uct or service.
SMART Goal. A business goal that has the following characteristics: spe-
cific, i.e., well-defined; measurable; actionable, i.e., can be put into practice;
realistic, i.e., can be reasonably achieved; with a deadline or time reference.
158 BAD CANVAS
User Experience Design. Design method that primarily aims to improve the
user’s experience in using the product or service, making it pleasant and easy.
User Journey. All the stages users go through in using a product or ser-
vice, starting from the moment they learn about it, to using/experiencing
it to recommending it or giving it up.
glossary 159
User-Centered Design. Also known as UCD, it puts the user at the cen-
ter of design. This method revolves around involving the user in the
design from the early stages, taking into account the user’s requests,
incorporating the user’s feedback into the design process, and iterating
the design based on this feedback.
Richard P. Rumelt, Good Strategy Bad Strategy: The Difference and Why It
Matters, London : Profile Books, 2017.
Printed by Leo Paper
in April 2023
for Sefirot Srl