Monthly Archives: January 2017

Process Transformation: How Do You Get it Right? Part I

We spent last week talking about how we drive technological advances, because it’s one of the critical three T’s of Supply Management success, with the other two being talent and transition to better processes. The big C’s call this “process transformation” and each of these (including, but not limited to PwC, Accenture, Hackett [Archstone], etc.) claims to have the best advice [for a price] to help you along your best in class journey.

PwC, for example, offers you a comprehensive approach to IT-enabled business transformation that combines:

  • an integrated design model,
  • “Right-sourcing” the delivery model,
  • Transforming the operating mode,
  • Driving [the] organization for change,
  • Managing technology choices, and
  • Defining a value capture plan

in order to help your organization optimize

  • business process fitness,
  • program value realization,
  • enterprise resource planning, and
  • customer relation management.

and do this through a four step framework centered around

  1. strategic alignment of cost structure and investments,
  2. end-to-end process redesign to isolate complexity and defect sources,
  3. a functional business architecture to align capabilities, organization, processes, and technology, and a
  4. continuous improvement culture.

But is this what you need? Is this even close to what you need? Heck, can you even understand what they are saying? In fact, can you easily tell the difference between this and a four step framework that:

  1. pursues performance based infrastructures while endeavoring to globally embrace interdependent data,
  2. operationalizes virtual meta-services while dramatically recontextualising functional paradigms,
  3. embraces paradigm-shift services while pursing business methods of team empowerment, and
  4. implements market-driven methods in order to continue to competently coordinate low-risk high-yield technology platforms.

If you look closely, they both look for alignment (with the cost structure in the first case and the market in the second case); they both focus on improving the functional business architecture (called paradigm in the second case); they both look for continuous improvement (called team empowerment in the second case); and they both look for a drastic end-to-end transformation (called paradigm shifting services in the second case).

So what’s the difference? The first is the process description almost verbatim from PwC‘s website. The second, 4 of 8 randomly generated mission statements from cmorse.org (which seems to have replaced the now-defunct Dilbert Mission Statement Generator. (Gone, but not forgotten!)

So is this what you need? Maybe, but first you need to understand WHAT you need.

Still Using Product Photography to Drive Sales? Part II


Today’s guest post is from Brian Seipel, a marking project expert at Source One Management Services focused on helping corporations achieve both Marketing and Procurement objectives in their strategic sourcing projects.

While this guest post is a bit off of the beaten path for SI, it’s a very interesting one and relevant for those Procurement professionals that want to run with the marketing bulls.


Five Ways Rendering will Beat Out Photography

In Part I, we noted that rendering needed to be “as good” as a photograph for organizations to ditch photography, and for this to happen, rendering needs to offer more. What is the “more” that is needed?

Here are several examples of what “more” means in this sense:

  • Perfect conditions – every time. Let’s face it: there are plenty of elements of a photo shoot that can (and will) go wrong. This is especially true of outdoor shoots or tricky products. Think of Breyer’s next “ice-cream-cone-on-a-hot-summer beach” ad. With rendering, you control all aspects of the environment, leaving nothing to chance – bad weather can’t shut down your rendering, and there’s no hot sun to melt your product.
  • Don’t like it? Change it. Another reality of product photography is its element of permanence. Once a shoot wraps, it is over. Small-scale changes may be possible in post-production, but also may incur additional charges. Larger changes will require a costly reshoot. Rendering provides the flexibility to make changes right up until the point you have your perfect image.
  • Rendering goes where photography can’t. Imagine filming a fly-through of the many intricate elements of a watch, with the viewer flying over the watch face and delving deep into the watch’s moving inner gears. Imagine this watch transitioning from a solid object to an exploded view, showing how a thousand individual components come together to form the whole – all while still ticking away and moving in time. These are powerful ways to showcase a product, but creating them with traditional photography or videography would be a struggle at best. With digital rendering, achieving these views is no more difficult than capturing a standard image.
  • Entrée into augmented reality. Just how far augmented reality will go in helping an organization reach customers is still an unknown. However, definite marketing plan synergies exist by developing a rendering that could not only replace a photograph but also feature in an augmented reality app.
  • Rendering keeps getting more cost-effective. To be clear, rendering may still be expensive depending on what work you need done. However, the fast pace of advances in this area have dramatically cut costs to the point where many organizations see a direct financial benefit to making the move. Photography costs are much less flexible – the costs related to studio space, product and equipment storage, and prop warehousing will always be present. Even though photography equipment keeps getting better, staying on the cutting edge of hardware still requires a large outlay of cash for studios, which is passed onto customers in every shoot.

Is Rendering Viable Now?

Given the speed at which technology is moving and just how lifelike the results are becoming, a transition to rendering from photography will, for many organizations, be a matter of “when” and not “if.”

So, at what point is this switch viable? For many organizations, this is a judgment call. For many, rendering can achieve results faster than photography and at a better price point. For others, rendering supplements photography to achieve results that traditional production can’t.

Thanks, Brian.

Still Using Product Photography to Drive Sales? Part I


Today’s guest post is from Brian Seipel, a marking project expert at Source One Management Services focused on helping corporations achieve both Marketing and Procurement objectives in their strategic sourcing projects.

While this guest post is a bit off of the beaten path for SI, it’s a very interesting one and relevant for those Procurement professionals that want to run with the marketing bulls.


Still using product photography to drive sales? Why there may be a better way!

Pictures are certainly worth a thousand words when it comes to products sales, and well-shot product photography is a key aspect of many sales and marketing budgets. Many organizations recognize that those “thousand words” are the least of their worries, however – those pictures are worth a large chunk of their budgets as well. In fact, the higher-end or more physically detailed the product is, the more organizations can expect to pay for a proper photograph.

Any organization operating in the luxury space has likely asked the question, “Do we really need to put so much money towards product photography?” Unfortunately, the answer has always been a resounding “yes” from Marketing – until, perhaps, now. As with all areas of business, technological advances are offering a clever disruption to the product photography space.

Digital Rendering: The Product Photography Killer?

Many organizations are either turning to, or considering a test run of, digitally rendered images to replace product photography. In a nutshell for those unfamiliar, a rendered image is one generated entirely from a computer. Without going too deep into how rendering works, here is a brief overview:

  • The Wireframe: To start, we need to build a model of a product. The wireframe defines the shape of an object by taking a 2D or 3D drawing and developing it into a digital model.
  • The Skin: At this point, the model alone has no form. Typically, this empty “space” is represented visually as a simple set of intersecting lines (hence the name “wireframe”). The skin, or texture, applies visual characteristics to the model. Consider a product made with both white gold and brown leather – two materials that are very visually different. The gold would be light, smooth, and highly reflective. The leather would be rough, rich in dark color, and non-reflective. All of the attributes of these materials must be perfectly reconstructed in a digital environment.
  • The lighting: When a product photo is taken, excruciating attention is paid to creating a compelling lighting setup. Lighting is used to evoke specific emotional reactions or showcase key elements of a product. This is just as true for rendering – lighting sources have to be both created (how bright, focused, and warm or cool the light source will be) and directed at the model (determining what direction light should come from, and how many sources are needed to effectively light a product).

Think about any Pixar movie you’ve ever seen – these are beautiful examples not just of rendering, but also a fair representation of just how far advances in rendering have come. As amazing as they seemed to us when they first hit theaters, early digitally rendered movies look crude by today’s standards. The pace of development is moving extremely fast, thanks to refined techniques, better digital tools, and more powerful computer platforms to run them on. In fact, it is becoming extremely difficult, if not impossible, to discern a photograph of a product from its comparable rendering.

But it isn’t enough for a rendering to be “as good” as a photograph. For organizations to ditch photography, rendering needs to offer more. And it will. How? Come back for Part II.