dimanche 4 août 2019

Towards agile marketing and agile procurement

18 years after the release of the Manifesto for Agile Software Development, most Chief Information Officers (CIO) have engaged their journey to agility and started to furnish their teams with new methods [1a][1b] and tools [1c].

But, once completed, the promises of agile information systems would be fully delivered if and only if the business users have done their own agile transformation.

Marketing and procurement are the hottest users.

For the Chief Marketing Officer (CMO), it means to be able to "continuously source promising opportunities or solutions to problems in real time, deploying tests quickly, evaluating the results, and rapidly iterating" [2]

For the Chief Procurement Officer (CPO), it means to be able to :
  1. "know, in real time, when conditions and demands vary from what is anticipated". 
  2. "nimbly change course in response to the unexpected" [3].
These capabilities require not only agile information systems but also "flexible decision making, methods and processes, human resources and assets".



Such methods are the Trigger Event Model [4] methods and the Pivot Supply methods.

To implement these methods, practising study cases and leveraging the heutagogic [5] capabilities of Enterprise Adventure Game [6] is an efficient approach.



[1a] Gouvernance SI : éléments de doctrine dans les entreprises françaises, Gouvernance numérique de l'entreprise créative, 6 mai 2019
[1b] Gouvernance SI des grandes entreprises numériques: évolution mais aussi disruption, Gouvernance numérique de l'entreprise créative, 26 mars 2019
[1c] Des Agile games pour le management des systèmes d'information, Do-Khac Decision, 27 juin 2019

[2] Agile marketing : a step by step guide , David Edelman, Jason Heller, and Steven Spittaels, [McKinsey & Company], Nov. 2016

[3] Why Supply Chains Must Pivot, Laurent Chevreux, Michael Hu, and Suketu Gandhi [AT Kearney] July 19, 2018, MIT Sloan Management Review

[4] Agile marketing : the Trigger Event model, L'entreprise numérique créative, 26 février 2019

[5]  From andragogy to heutagogy, Stewart Hase, Southern Cross University, Chris Kenyon, 2000, ePublication@SCU

[6] Definition : Enterprise Adventure Game, in five intrinsic characteristics, L'entreprise numérique créative, 31 May 2019




Nominations 2014 et 2015

La pédagogie "Short MOOCs en Réseau" a été retenue par la plateforme d'innovation ouverte de l'association Pacte PME recherchant pour le compte d'une entreprise membre un outil innovant de transformation numérique des ressources humaines.

L'innovation frugale du "Personal MOOC" a été élue Trophée IT Innovation Forum 2015.