Meeting fellow Visual Practitioners is always a highlight in my calendar. I love to be 100% the nerd I am and share and chat about all things “Visual Thinking” with peers who are fully in it as well. I guess you know that feeling, even if it’s not related to Visual Thinking, but the topic you are burning for!?
I had the pleasure to speak at the latest VizThink Nord Meetup - all virtual of course, but enjoyable. We expended the planned 60 minutes into 180 minutes. And at least for me, time flew by like nothing.
My personal key learnings from the session, which might apply to your next interaction with someone else too:
In this last part of the series about “What business can learn from comic book creation,” I will write about going for the long run with a focus on how you manage your team.
In the first two parts, I started writing about my experiences while working on the comic book Biz4Kids with my team and Alex Osterwalder. Mastering your craft and knowing your customers are two game-changing elements you want to consider in everything you do. Check out Part 1 and Part 2 if you missed them. They are not mandatory to read this article, though.
If I learned one crucial thing throughout the Biz4Kids first comic book project, it is this: “Value your team. Take care of your peers, and go for the long run.”
A project with many stakeholders and decent team size is comparable to a season in any sports. It doesn’t help you win the championship if you have a great start but fail to keep the energy up until the very end.
I encountered multiple situations...
This series is about my insights from our comic book project “Biz4Kids” and what we can learn from this for our business career.
In the first part of the series, I wrote about why you need to master your craft to succeed. Now I’m trying to enlighten the idea of really knowing your customer.
A customer is not always someone who buys from us. A customer might be someone who just uses what we do, and somebody else bought it for him. A customer might be someone who is an influencer for us and therefore, could spread our word. And a customer is, of course, the one who buys our products.
In the case of our comic book project, we have customers who buy the comic book – most likely parents or teachers. And we have customers who will be users – the kids who will read and enjoy the comic.
The unique thing about our paying customers is that to this point, they are all from Kickstarter. After running a very successful campaign with 131%...