Sept 26th - 3 Technology and Innovation Session Session

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Sept 26th - 3 Technology and Innovation Session Session создатель Mind Map: Sept 26th - 3 Technology  and Innovation Session  Session

1. 5. augmented reality

1.1. Remco Vroom

1.1.1. Director Mobile Augmented Reality & CEO

1.1.2. TAB Worldmedia

1.1.3. Netherlands

1.2. intro

1.2.1. mobile innovation

1.2.2. augmented reality

1.2.3. mobile goes faster than pc

1.2.3.1. smartphone

1.2.3.1.1. takes on fast

1.2.3.2. change behaviour of people

1.3. mobile

1.3.1. culture of availability

1.3.2. we depend on our phones

1.3.3. our shopping compagnion

1.3.4. usage

1.3.4.1. inspiration

1.3.4.2. prod info

1.3.4.3. compare prices

1.3.4.4. read consumer review

1.3.4.5. find stores

1.3.4.6. make purchaes

1.3.5. everyone is doing it

1.4. building an app it not enough

1.4.1. we expect more then info

1.4.2. use augmented reality

1.4.2.1. mix digital witj real world

1.4.2.2. happeing on

1.4.2.2.1. mobile

1.4.2.2.2. real world

1.4.3. everyone with iPhone. Android can use it

1.5. example

1.5.1. example Anne Klein

1.5.1.1. see thru camera of phone how a watch look like on your own arm

1.5.2. see product in 3d via phone in a mag

1.5.2.1. directly buy it

1.6. apps

1.6.1. marketing apps

1.6.1.1. lots of info

1.6.1.2. go to a store

1.6.1.3. scan a poster

1.6.1.4. something happen

1.6.1.5. give extra premium/ reward

1.6.2. aurasma

1.6.2.1. M&S billboard

1.6.3. 3d tech & gps

1.6.3.1. valuable info

1.6.3.2. market data

1.6.4. recognition

1.6.4.1. recognize people?

1.6.4.1.1. klik for iPhone

1.6.4.2. location

1.7. socialmedia

1.7.1. digital footprint

1.7.1.1. send a tweet/ also post location

1.7.1.2. tweeps around

1.7.1.3. look what others are twittering

1.7.2. socialmedia apps

1.7.2.1. give location

1.7.2.1.1. there is a whole new aura of digital content creates around yoru store

1.7.2.1.2. with AR you make it visible

1.7.2.2. foursquare

1.7.2.3. instagram

1.7.3. examples

1.7.3.1. example marktplaats

1.7.3.2. unibail rodamco

1.7.3.2.1. discover what stores are there

1.7.3.2.2. projection on

1.7.3.2.3. see how buildings will look like in teh future (being build)

1.8. wrap

1.8.1. they epect more

1.8.2. need to be

1.8.2.1. actived

1.8.2.2. suprised

1.8.3. mobile moves fast

1.8.4. google glasses by end of year

2. Q&A

2.1. about to size, tech is advancing, size are an issue online

2.1.1. huge disconnect

2.1.2. not all tech work

2.1.3. bridge

2.1.3.1. more accurate fit

2.1.3.2. still high returns

2.1.3.3. lacked on communications

2.1.4. problem

2.1.4.1. online size chart are not align with what the sell

2.1.5. solution

2.1.5.1. market fit

2.1.5.2. marketing & comms on fit

2.2. AR peoples location being sensitive?

2.2.1. can be seen by anybody

2.2.2. people do it themselve

2.2.2.1. foursquare

2.2.2.2. fb places

2.2.3. privacy of location

2.2.3.1. not storing dating

2.2.3.2. or track people

2.2.4. are people aware of what the send out

2.2.4.1. leaving a digitial footpint out for everyone to see

2.3. are these concepts actionable

2.4. AR will become a part of apparel

2.5. how do we get to harmonized fit/ standards for garments, can IAF play a role?

2.5.1. people lie on their measurements so hat wont fit

2.5.2. fit forms

2.5.2.1. differences are relative subtle

2.5.2.2. zara has 1 fit

2.5.2.2.1. 8 sizes

2.5.2.2.2. smales 5 in china

2.5.2.2.3. larest 5 in us

2.5.2.2.4. fit is not value proposition

2.5.2.2.5. its newness

2.5.3. IAF can play a role in fit forms

2.5.4. example levi's Cuve ID

2.5.4.1. #1 product launch all because of fit

2.5.4.2. if it wasn't for fit we didnt have women cusomers

3. 4. how does the consumer get the right size in the shop?

3.1. Ed Gribbin

3.1.1. President

3.1.2. Alvanon, Inc.

3.1.3. USA

3.2. combine mike with frank

3.3. new tech trend

3.3.1. find right size

3.3.2. cost of mark downs

3.3.3. what didnt sell

3.3.3.1. fit is critical

3.4. alvanon

3.4.1. take 3d tech and better fit for human body

3.4.2. discipline

3.4.2.1. design

3.4.2.2. sourcing

3.4.2.3. etc

3.4.3. make more products fit better

3.4.4. 300.000 scans from 21 countries

3.4.5. body shapes of demographics

3.4.6. largest manuf of tech fit forms

3.4.7. grown sales

3.4.8. better custom loyalty by better fit

3.4.9. fit is about

3.4.9.1. initmate

3.4.9.2. men

3.4.9.3. women

3.4.9.4. kids

3.4.10. #1 reason

3.4.10.1. buys a product

3.4.10.2. return it

3.5. consumer

3.5.1. shopping can be

3.5.1.1. fun

3.5.1.2. time consuming

3.5.1.3. frustration

3.5.1.4. cant find size

3.6. why is size a problem?

3.6.1. brand personality/ uniqueness

3.6.1.1. dif fit mdoels

3.6.2. diff countries/ size designations

3.6.3. inconsistent grading protocols

3.6.4. vanity sizing

3.6.5. lack of control via SC

3.6.5.1. fast fashion

3.6.5.2. fit forms

3.6.6. 2/3 of customers are frustrated

3.6.6.1. conversion

3.6.6.2. return side

3.6.6.3. brand loyalty side

3.7. solve

3.7.1. 1 best fitting brands based on body

3.7.1.1. measurement

3.7.1.2. shape

3.7.1.3. ...

3.7.2. 2. help create the best fit standard

3.7.2.1. 3d scan

3.7.2.2. develop avatar

3.8. solutions

3.8.1. scan people in malls

3.8.1.1. said which brands didnt fit well

3.8.2. me ality

3.8.2.1. scans in shopping malls

3.8.2.1.1. what size to buy

3.8.3. true fit

3.8.3.1. self measurements

3.8.3.1.1. lie

3.8.3.1.2. wrong fit

3.8.3.2. now ask

3.8.3.2.1. what cloths do you have

3.8.3.2.2. which jeans do you have

3.8.4. tc2

3.8.4.1. self scan at home

3.8.4.2. create pers. avator

3.8.5. styku

3.8.5.1. msoft xbox technology

3.8.6. metail

3.8.6.1. take pictures of yourseld

3.8.6.2. life like avator

3.8.6.2.1. design

3.8.6.2.2. fits n size

3.8.7. upcload

3.8.7.1. scanned with webcam

3.8.7.1.1. stand in doorway

3.8.7.1.2. hold a cd

3.8.8. stylitics

3.8.8.1. upload cloths

3.8.8.2. keep outfit histioty

3.8.8.3. b2b company

3.8.8.4. collect data sell back

3.8.8.5. trend forecasting

3.8.8.5.1. middle end

3.8.8.5.2. retail trends

3.8.9. size seeker

3.8.10. wrap

3.8.10.1. scan tech will be difficult

3.9. examle Markls & spencer

3.9.1. body shape denim

3.10. alva kids itunes app

3.10.1. infant fit form

3.10.1.1. size for kids

3.10.2. availanble

3.10.3. used info

3.11. where we going and how we get there

3.11.1. no simple solution

3.11.2. consistenly standard of fit

3.11.2.1. communicate

3.11.2.2. execute

3.11.3. better be consistenly wrong then inconsistenly right

3.11.4. knowledge

4. 3. What is Additive Manufacturing?

4.1. Mike Fralix

4.1.1. President & CEO

4.1.2. TC2

4.1.3. USA

4.2. future

4.2.1. additive manufauring

4.2.1.1. oppposite of subtractive

4.2.2. subtractive

4.2.2.1. drilling holes

4.2.2.2. carving

4.2.2.3. sculpting

4.2.3. 3d printing

4.2.3.1. 25 years old

4.2.3.2. timberland

4.2.3.2.1. uses it for 5 years

4.2.3.2.2. prototypes of shoes

4.2.4. 3d knitting

4.2.4.1. 15 years

4.2.4.2. no waste

4.2.4.3. add to instead of wasting

4.2.4.4. DE company: Stoll

4.2.5. 3d printing

4.2.5.1. layer by layer printing

4.2.5.2. see objet

4.2.5.3. other industries:

4.2.5.3.1. ceramics

4.2.5.3.2. concrete

4.2.5.3.3. planes

4.2.5.3.4. walls

4.2.5.3.5. New node

4.2.5.4. adding instead of subracting from materials

4.3. fashion

4.3.1. 3d rpinted bikini

4.3.1.1. made of nylon

4.3.2. printer is < $2000

4.3.3. what can be downloaded to a printer

4.4. loss of lim

4.4.1. military

4.4.2. full body scan

4.4.3. when it happens you can printed

4.5. future of apparel

4.5.1. nano particle fiberous substances

4.5.2. 3d garment printers in home

4.5.2.1. make it

4.5.2.2. wear it

4.5.2.3. recycle it

5. 2. Inspiring and Enabling Creativity through Technology

5.1. 2. Frank Bober

5.1.1. CEO

5.1.2. Stylesight

5.1.2.1. clients

5.1.2.1.1. zara

5.1.2.1.2. hugo

5.1.2.1.3. tesco

5.1.3. USA

5.2. notes

5.2.1. call 2 action

5.2.1.1. invest in creativity

5.2.1.2. is creativity on you radar

5.2.1.2.1. it starts there

5.2.1.3. collaboration inside company

5.2.2. honouring creativity

5.2.3. invested in

5.2.3.1. ERP

5.2.3.2. ELM

5.2.3.3. be very good in making the wrong thing

5.2.3.4. less markdowns if you make the right things

5.2.4. electronics have stolen apparel dollars

5.2.4.1. apple of ...

5.2.5. where in the creative age

5.2.6. innovation (Edward Demming)

5.2.6.1. doing for you customer what they do yet now what they need

5.2.7. demonstrative creativity

5.2.8. understand each other

5.2.9. take aways

5.2.9.1. most stuff is the same newly packaged

5.2.9.2. distrupeters

5.2.9.2.1. google

5.2.9.2.2. apple

5.2.9.2.3. indochino

5.2.9.2.4. be disruptive

5.3. Inspiring & Enabling Creativity

5.3.1. designer

5.3.1.1. books libary

5.3.2. Getting information off the Internet is like taking a drink from a fire hydrant

5.3.2.1. B2B

5.3.2.2. research starts online

5.3.2.3. mount of info

5.3.2.4. entire chanel collection

5.3.3. google: information overload

5.3.3.1. 3,6 mln results

5.3.3.2. chaos

5.3.3.3. options ernourmous

5.3.4. Adobe: 75% of people don’t feel they are truly living up to their creative potential

5.3.4.1. 80% Creativity Drives Economic Growth

5.3.4.2. creative companies will rule

5.3.4.3. big disconnect

5.3.5. creativity

5.3.5.1. is expensive

5.3.5.2. its about brain

5.3.5.2.1. left

5.3.5.2.2. right

5.3.5.2.3. honour both sides

5.3.5.3. reoiment system doenst work forn righ brain

5.3.5.4. right brain want

5.3.5.4.1. play ground

5.3.6. Do you want more creativity at your company?

5.3.6.1. must have

5.3.6.1.1. digital/ open environ

5.3.6.2. envolve

5.3.7. mission style sight: inspire & enable creativity

5.3.7.1. how

5.3.7.1.1. created a platform

5.3.8. what

5.3.8.1. inspiration

5.3.8.1.1. content

5.3.8.2. enablement

5.3.8.2.1. tech

5.3.9. present data in graphic way right brainers can do it

5.3.10. William Pollard; 1911-1989: “Information is a source of learning. But unless it is organized, processed, & available to the right people in a format for decision making, it is a burden, not a benefit.”

5.3.11. wrap

5.3.11.1. build graphic tools

5.3.11.2. creative platform

5.3.11.3. its about product

6. 1. multi-channel sales company

6.1. Michel da Silva

6.1.1. CEO

6.1.2. Unic

6.1.3. Netherlands

6.2. 1 unic

6.2.1. founded in swiss

6.3. 2 omni channel mgmt

6.3.1. huge amount of channels

6.3.1.1. sell direct

6.3.1.2. flagship stores

6.3.1.3. direct

6.3.1.4. indirect

6.3.1.5. website internet

6.3.2. development

6.3.2.1. single channel

6.3.2.2. multi channel

6.3.2.3. cross channel

6.3.2.4. omni channel

6.3.2.4.1. affects all channels where selling

6.3.3. commerce + content = experience

6.3.4. information > commerce experience

6.3.5. why omni channel?

6.3.5.1. orient

6.3.5.2. search

6.3.5.3. customize

6.3.5.4. compare

6.3.5.5. ...

6.3.6. 2010 > 2025

6.3.6.1. 2012

6.3.6.1.1. info gasthering

6.3.6.2. 2025

6.3.6.2.1. sales are 50% / 50% offline & online

6.3.7. return wrong size to physical store

6.3.7.1. get a free coffee

6.3.7.2. 18% bough new cloths

6.3.7.3. buy online, pickup offline after work

6.4. 3 best practises case The Look

6.4.1. physical store

6.4.1.1. limited space

6.4.2. virtual store

6.4.2.1. more info

6.4.3. style items

6.4.4. localty card integration

6.4.4.1. connect channels

6.4.5. deliver inlinewith brand

6.4.5.1. packiging

6.4.6. look generator

6.4.6.1. combine them virtual

6.4.7. magazines

6.4.7.1. print

6.4.7.2. based on profile

6.4.7.3. linked to online channel

6.4.7.4. microsites

6.4.8. socialmedia

6.4.8.1. powerful

6.5. Case The Sting

6.6. 4 3 characteristics ofo mni channel players

6.6.1. 1. measure customer

6.6.1.1. net promotor score (NPS)

6.6.1.1.1. % promoters - % detractors

6.6.2. 2. customer centric

6.6.2.1. buy

6.6.2.2. advice

6.6.3. 3. speed

6.6.3.1. adapt website on

6.6.3.1.1. store

6.6.3.1.2. pos

6.6.3.1.3. some

6.6.3.1.4. 3 times a day

7. info

7.1. welcome to the live mind mapping stream

7.2. Mind Mapped by Alexis van Dam from Connection of Minds

7.3. This mind map will be live updated during the keynotes and forum

7.4. What is a mind map? please click

7.5. contents will be noted in main and subtopics

7.6. this mind map can be viewed on a mobile device

8. topics

8.1. Innovation in digital solutions for fashion business

8.2. New ways of attracting consumers

8.3. Web sales and mobile shopping

8.4. e-commerce models

9. moderator

9.1. Braz Costa

9.1.1. Director General

9.1.1.1. CITEVE

9.1.2. President

9.1.2.1. Textranet

9.1.3. Portugal

9.2. focus

9.2.1. whole set of info tech

9.2.2. electronics

9.2.3. materials

9.2.4. technology

9.2.5. discus the present

9.2.5.1. tech available

9.2.5.2. retail

9.2.5.3. specialsing

9.2.5.4. what clienst want to buy

9.2.5.4.1. via which channels

9.3. expert panel

9.3.1. systems do work

9.3.2. info tech

9.3.2.1. should/ can be an essential

10. keynote speaker

10.1. Joachim Hensch

10.1.1. Senior Head of Product Excellence Man

10.1.2. HUGO BOSS AG

10.1.3. Germany

10.1.4. since 1995 with Hugo Boss

10.1.5. Head of product excellence

10.1.5.1. virtiual prototyping

10.1.5.2. virtual fitting

10.1.5.3. measuring & sizing

10.1.6. presentation

10.1.6.1. online

10.1.6.2. offline

10.1.6.3. and back

10.2. online, offline and back

10.2.1. how different worlds influence each other

10.2.2. impact on customers?

10.2.3. socialmedia

10.2.3.1. shaking hands is direct contact

10.2.3.2. parallel world is very real

10.2.3.3. is networking important?

10.2.3.3.1. 85% of mgmt said is essential is for succes

10.2.3.3.2. only 1% is on socialmedia

10.2.3.4. my kids are in parallel world

10.2.3.4.1. know how to work with it

10.3. online shops & digital offline copies

10.3.1. e commerce

10.3.1.1. diff ways to do so

10.3.2. 2 examples copy offline to online

10.3.2.1. Mediamarkt - electronic retailer

10.3.2.1.1. offline

10.3.2.1.2. online store

10.3.2.2. tesco - korean subway

10.3.2.2.1. people have no time to buy daily stuff

10.3.2.2.2. a virtual store in the subway (add on a wall)

10.4. mass customization via internet - make to order

10.4.1. mysuit.com

10.4.1.1. New York

10.4.1.2. better way to buy a suit

10.4.1.2.1. buy a suit online

10.4.1.2.2. generation smartpone

10.4.1.2.3. copied offline to online

10.4.1.2.4. it takes effort

10.4.2. itailor

10.4.2.1. offer for €20,-

10.4.2.2. it takes 14 steps to orde the shirt

10.4.2.3. after addings €40,-

10.4.2.3.1. shipping cost

10.4.2.4. its to complicated for a shirt

10.4.2.5. measuring proces

10.4.2.5.1. make it easy

10.4.2.5.2. added video how to measure yourself

10.5. size chart vs fitting room

10.5.1. example esprit

10.5.1.1. why not order to sizes since shipping is free

10.5.1.2. the customer has no idea

10.5.2. fitting room zenia

10.5.2.1. insert measurements

10.5.2.2. suggestion of size

10.5.2.3. accoring like a regular store

10.5.2.4. estimation if it'll fit

10.6. indochino.com

10.6.1. founded company

10.6.1.1. needed a suit

10.6.1.1.1. could find one

10.6.1.2. started in shanghai

10.6.1.2.1. first ever suit

10.6.1.2.2. their way

10.6.1.2.3. understand young gen.

10.6.1.3. 25.000 customers world wide

10.6.1.4. undertstand what their customers want

10.6.2. apple

10.6.2.1. advertise nano

10.6.2.1.1. find interesting concept of clothing

10.6.2.2. stores

10.6.2.2.1. very clean

10.6.2.2.2. easy to understand

10.6.3. actuality

10.6.3.1. movie baz luhrman

10.6.3.1.1. great gatsby

10.6.3.1.2. deco collection

10.6.4. pop up stores

10.6.4.1. from online to offline

10.6.4.2. rent open spaces

10.6.4.2.1. organize via

10.6.4.2.2. looks right for right customer

10.6.4.2.3. everything is touchable

10.6.4.2.4. traveling tailors

10.6.4.2.5. < 3 weeks later the suit arrived home

10.6.4.3. serve customer in perfect way

10.6.4.4. fashionable suit

10.6.4.5. measuring can be hard

10.6.4.6. they give up to $75 to make it real fit witj local tailor

10.7. where are your goods

10.7.1. dhl system in pizza

10.7.2. diff industries influences eachother

10.7.3. build bridges between customer and company

10.8. socialmedia

10.8.1. send in designs

10.8.2. fashion shows

10.8.2.1. 3d fashion show

10.8.2.2. millions more followers

10.8.3. hugo boss tv

10.8.3.1. interview

10.8.3.2. sessions

10.8.4. facebook

10.8.4.1. mediamarkt

10.8.4.1.1. 14000

10.8.4.2. coca cola

10.8.4.2.1. 4,5 mln

10.8.4.2.2. better use

10.9. brand networking advocacy

10.9.1. coca cola

10.9.2. brand networking

10.9.2.1. connect consumers togher

10.9.2.2. brand is bridge

10.9.3. nike+

10.9.3.1. have the platorm

10.10. conclusion

10.10.1. succesful companies are

10.10.1.1. relevant

10.10.1.2. useful

10.10.1.3. fully integrated in daily life

10.10.2. we live in BETA

10.10.2.1. time runs fast

10.10.2.2. accept todays busines is fast

10.10.2.3. bringt ans see reaction

10.10.2.4. sonsumer satisfaction now

10.10.3. be a tweaker

10.10.3.1. follow rigth trend

10.10.3.2. mirco inventions make macro inventions highly productive