Enterprise Mobility

The Enterprise Mobility Framework is based on the Enterprise Design Framework by Milan Guenther.

Enterprise mobility framework 

Framework Focus/ Decisions

#

Aspect

Types, Factors, Characteristics, …

Design Discipline

Sub-Practices, Approaches, Characteristics, …

Big Picture

1

Identity

Identity Types: Shared; Personal; Impersonal

Branding

Form and Appearance; Communication; Behaviour

2

Architecture

Structure Types: Procedural; Regulatory; Organizational; Information; Physical

Enterprise Architecture

Business, Data, Technology

3

Experience

Factors: Human Qualities; Context

Experience Design

User Experience; Customer Experience; Employee Experience; Brand Experience

 Anatomy

4

Actors

Potential Stakeholders: Target Groups; Agents; Environment

Role Management

Distinguishing Entities; Attributing Roles; Managing Access; Communicating Identity

5

Touchpoints

Levels of the Relationship: Encounters; Dialogues; Episodes; The Relationship Lifespan

Touchpoint Orchestration

Critical Incidents; Moments of Truth; Connection Points; Redundant Points

6

Services

Qualities: Interaction Mode; Consumer Visibility; Production Automation; Interdependence

Service Design

Holistic; Aligned; Evidenced; Contextual; Procedural

7

Content

Levels of Usage: Meaning; Information; Data Characteristics of HQ Content: Accurate; Relevant; Appropriate; Consistent; Organized

Content Strategy

Creation; Communication; Governance

Frames

8

Business

Considerations: Differentiation; Efficiency Drivers: Values; Strategy; Objectives; Policies

Business Design

Developing Insight; Discovering Opportunities; Prototyping and Simulating; Operationalizing and Iterating

9

People

Focus: Usefulness; Engagement Dimensions in Research and Modelling: Characteristics; Activities; Goals; Social Environment; Context Psychological Qualities: Perception and Focus; Cognition and Emotion; Motivation and Behaviour

Human-Centered Design (HCD)

Contextual Inquiry; Persona Modelling; Scenarios; Validation and Co-Creation

10

Function

Considerations: Purpose; Behaviour Elements: Goals; Processes; Components

Requirements Engineering

Stakeholder Communication; Use Cases; Functional Modelling; Requirements Documentation

11

Structure

Concerns: Relevance; Accuracy Perspectives: The Users’ Model; The Owners’ Model; The Designer’s Model; The Implementer’s Model

Domain-Driven Design (DDD)

Expert Involvement; Ubiquitous Language; Iteration and Refinement

Design Space

Design space aspect → primary design discipline:

Aspect #12 Communication → Communication Design,

Aspect #13 Information → Information Architecture,

Aspect #14 Interaction → Interaction Design,

Aspect #15 Operation → Business Architecture,

Aspect #16 Organization → Organizational Design,

Aspect #17 Technology → Technology Design,

Rendering

Rendering aspect → primary design discipline:

Aspect #18 Signs → Media Design,

Aspect #19 Things → Industrial Design,

Aspect #20 Places → Architecture,

 

Enterprise Mobility

 

  • Open Platform Use cases:
    • Use-Case 1: Retail Smart Store
    • Use-Case 2: Sustainable Shopping and Restaurant Street
    • Use-Case 3: Multi-Channel Marketing
    • Use-Case 4: Supply Chain Store Brand Integration
    • Use-Case 5: Multi-Channel Customer Service
    • Use-Case 6: Social Gamification Orchestration
    • Use-Case 7: Multi-Service Provisioning Orchestration
    • Use-Case 8: Augmented Lifestyle Sensor Feedback
    • Use-Case 9: Augmented Patient Care Sensor Feedback
    • Use-Case 10: Open Government Data Interchange
    • Use-Case 11: Incident Management
    • Use-Case 12: Information Control
    • Use-Case 13: E-Medical Data Access and Exchange
    • Use-Case 14: Translational Research – Bench to Bedside
    • Use-Case 15: Mobile Smart Charging
    • Use-Case 16: Electric Vehicles Ecosystem
    • Use-Case 17: Smart Buildings and Home Appliances
    • Use-Case 18: Smart Retail Distribution
    • Use-Case 19: Maintenance of Air Conditioning
    • Use-Case 20: Safe Mobility
    • Use-Case 21: Investments and Asset Management
    • Use-Case 22: Open Innovation, Crowd-Sourcing, and Crowd-Funding

 

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