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Project Documentation (PDF) - Design Management, International

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LEGO<br />

MEETS<br />

COFFEE<br />

Lucerne University of Applied Sciences & Arts<br />

<strong>Design</strong> <strong>Management</strong>, <strong>International</strong><br />

<strong>Design</strong> <strong>Management</strong> 2 Module<br />

Tutors: Jan-Erik Baars, Stijn Oostervoort<br />

Lionel Hofstetter, Antonia Matejka, Claudio Vögtli<br />

CLIENT<br />

EDITION<br />

1


EXECUTIVE SUMMARY<br />

This document contains ideas how to tackle the<br />

new LEGO Brand business opportunity– creating<br />

a LEGO-Coffee experience, by taking the LEGO<br />

Brand’s main values and reflecting them on coffee.<br />

The goal is to build an entire-life-connection<br />

to the LEGO Brand by addressing young adults,<br />

who lost the connection to the brand, through a<br />

coffee experience.<br />

RESEARCH & ANALYSIS<br />

The LEGO Brand, a Dutch toy manufacturer, is offering a product<br />

portfolio, which primarily addresses LEGO’s main target<br />

group, children. Nevertheless, the LEGO Brand is well known<br />

all over the world not only having children playing with their<br />

toys, but also adults, who have a connection to children, such<br />

as parents or grandparents. The LEGO Brand’s main values<br />

are imagination, caring, fun, learning, creativity and quality,<br />

issues they implement in every action they make.<br />

Due to the fact that coffee is perceived as an energising beverage<br />

for adults, a new target group was defined, since bringing<br />

children closer to coffee would not correspond to their<br />

main values, such as education or caring.<br />

DISCONNECTED<br />

Research on former LEGO users showed that people mainly<br />

lose the connection to the LEGO Brand when they are teenagers,<br />

around the age of 17. At the same time, this is the moment<br />

where most young adults start drinking coffee, found<br />

out through interviews. Furthermore, research indicated that<br />

these so called Disconnected are reconnected to the LEGO<br />

Brand when they are parents or grandparents themselves, revealing<br />

that there is a gap between the age of around 18- 28.<br />

In order to address every age group, the Disconnected was<br />

taken as a target for the new LEGO-Coffee experience.<br />

According to the disconnected target group their ideal LEGO<br />

Product can be individualised, offers the possibility to socialise,<br />

build and play, includes a certain cult-factor and evokes<br />

childhood memories. These requirements were taken as criteria<br />

to evaluate the viability of following ideas and concepts.<br />

Combining criteria, the target group’s main driver – which was<br />

defined as “defining oneself–, coffee behaviour an the LEGO<br />

Brand’s main values were considered when stepping into the<br />

idea generation and concept finding phase.<br />

CUPCAP<br />

Evaluating the gained insights and the following concept ideas,<br />

the concept “CupCap” seemed to correspond the most<br />

to the given criteria. The concept CupCap contains the idea<br />

of having a coffee cup lid made out of silicon and having the<br />

shape of well known LEGO figures’ headpieces, such as different<br />

hairstyles or helmets. The idea is to fill the gap of products<br />

for disconnected adults by offering different kinds of<br />

coffee cup headpieces, through which can satisfy their main<br />

expectations and their driving need.<br />

TOUCH POINTS<br />

The new product will be implemented into the market via supermarkets<br />

and coffee houses, places where the disconnected<br />

have their coffees from. Toy stores are not considered, since<br />

these are not places where the disconnected go. Furthermore,<br />

viral marketing in connection with social networks on the one<br />

hand, and classical print advertisement on the other hand are<br />

considered, on a humorous base.<br />

2


TABLE OF CONTENT<br />

CONSTRUCTION MANUAL<br />

1. TARGET GROUP<br />

2. CRITERIA<br />

3. ENVIRONMENTS<br />

4. VALUES<br />

FINAL CONCEPT<br />

TOUCH POINTS<br />

USAGE EXPERIENCE<br />

PURCHASE EXPERIENCE<br />

COMMUNICATION EXPERIENCE<br />

BUSINESS CASE<br />

4<br />

5<br />

6<br />

7<br />

8<br />

9<br />

11<br />

12<br />

13<br />

14<br />

15<br />

“<br />

THE GOAL IS TO CREATE A NEW CUSTOMER EXPERI-<br />

ENCE FOR THE LEGO BRAND AROUND COFFEE.<br />

”<br />

3


CONSTRUCTION MANUAL<br />

1. criteria 2. 3. 4.<br />

TARGET GROUP<br />

The torso of the LEGO figure represents the<br />

defined target group Disconnected - the<br />

heart and main part to consider during this<br />

project and the product development. On the<br />

base of this target group the whole LEGO<br />

Coffee Experience is created and designed.<br />

CRITERIA<br />

The head represents the defined product criteria<br />

- associations, experiences and expectations,<br />

which our target group has in mind in<br />

connection with the LEGO Brand. These criteria<br />

should stand for clear product attributes<br />

in our future concepts for the LEGO Coffee<br />

Experience.<br />

Stick the head, with all its associations and<br />

expectations, on the body part, the target<br />

group, and go on with step three.<br />

This construction manual serves as a summary of our main findings of the research phase. These findings<br />

are presented in a LEGO figure, built together of all its different parts, which is the base for our LEGO<br />

Coffe Experience product. Each part of the construction manual is explained later in this document.<br />

ENVIRONMENT<br />

The legs stand for the defined environment<br />

coffee break, in which our LEGO Coffee Experience<br />

product or service should be placed<br />

- since feet carry our target group where they<br />

want to go (respectively where they want to<br />

drink their coffee).<br />

Bring the head, the body part and the legs,<br />

representing the environment coffee break,<br />

together and the LEGO figure is almost finished.<br />

VALUES<br />

The hat represents the brand values of LEGO<br />

and builds the over arching and overall values,<br />

which all must be present and considered<br />

attributes of the LEGO Coffee Experience<br />

product.<br />

As final step, put the hat on top of your LEGO<br />

figure - the overall brand values, over arching<br />

all the other parts - and start to play!<br />

4


1.<br />

TARGET GROUP ANALYSIS<br />

We analysed the current target group situation - mainly addressing children - in combination<br />

with a LEGO Coffee Experience and checked it’s viability. Perceiving coffee as an energizing<br />

beverage for adults, we came up with the following problem definition: The combination of<br />

coffee and the LEGO Brand does not fit the current target group’s needs and wants and does<br />

not correspond to the LEGO Brand’s values, such as caring or education.<br />

Therefore, the only solution is to adapt the target group.<br />

With help of the following heartbeat diagram we managed to analyse the possible target<br />

groups for this project. We identified people, who are disconnected from the LEGO Brand and<br />

found out that these correspond to the people, which start drinking coffee. Therefore linking<br />

the disconnected people with the LEGO Brand again – by means of a Coffee Experience - offers<br />

a great business opportunity. Based on this finding, we decided that this category of<br />

people should represent the target group for our project. The aim is to offer an entire- life- connection<br />

to the LEGO Brand.<br />

PHASE NON COFFEE DRINKER<br />

COFFEE HEARTBEAT<br />

LEGO HEARTBEAT<br />

PHASE CONNECTED<br />

Target: Children, User<br />

The group ‘Connected’ are children between<br />

2 and 17 years, who play and build with the<br />

LEGO Products for fun or educational reasons.<br />

These user are directly connected to the<br />

LEGO Brand and are successfully addressed.<br />

PHASE COFFEE DRINKER<br />

PHASE DISCONNECTED<br />

Target: Young adults<br />

The group ‘Disconnected’ are young<br />

adults between 18 and 28 years, who<br />

are becoming adults but not yet thinking<br />

about starting a family. They used<br />

to play with LEGO products in their<br />

childhood but nowadays can’t identify<br />

with it and therefore are totally<br />

disconnected.<br />

PHASE RECONNECTED<br />

Target: Adults, Consumers<br />

The group ‘Reconnected’ are adults<br />

between 29 and 45 years, who<br />

start raising a family and playing or<br />

building LEGO with their children -<br />

through this, they are reconnected<br />

to the LEGO brand.<br />

This page indicates the reasons why as well as how we tried to find a new target group for the LEGO-Coffee<br />

experience, which differs from the usual LEGO- Target group.<br />

TARGET GROUP DEFINITION<br />

The following description of the disconnected target group is based on our group’s perception.<br />

The target group is chosen first demographically (age) and then in terms of peoples characteristics.<br />

THE DISCONNECTED –<br />

FIND OUT WHAT THE FUTURE BRINGS!<br />

Being open minded and interested in different kind of things what life has to offer, describes<br />

the way this target group enjoys and lives their life. They want to find out what the future<br />

brings to them but also intensively live the moment.<br />

Having experienced the childhood and teenage years, this targeted segment is settled between<br />

the age of 18 to 28 years. They start a second education or gain work experience, in<br />

order to deepen their knowledge and to learn more about the topic they are passionate about.<br />

They try to find the right track in order to achieve their personal goals and realizing their<br />

dreams to live independently the life they want. Money is not the most important thing for<br />

them but they still like a certain living standard, in order to afford the things they enjoy doing.<br />

They care of themselves and therefore also work hard to keep up their perceived quality of life.<br />

In their leisure time this target group enjoys being together with friends and values the contact<br />

with different people and cultures. Privately they enjoy creating own things such as printing<br />

T-shirts or developing photos on their own. They are particularly interested in new medias, art/<br />

graphics/illustration and music but as well like to discuss about politics or economic topics as<br />

this also bothers them.<br />

DRIVING NEEDS:<br />

The over arching driving need of this target group is “defining oneself”.<br />

In this stage of life, human beings start to find their positions in life<br />

and realise who they are. As a part of this, people start differentiating<br />

themselves through their habits, preferences and behaviour. Furthermore<br />

people between 18-28 want to separate from their parents and<br />

start living independently.<br />

OUTER INFLUENCES:<br />

Besides the inner drivers of this target group, there are outer influences<br />

that let them behave the way they do. With education for example, they<br />

have to define their future career and thus belong to a certain group.<br />

5


2. LEGO HABITS, ASSOCIATIONS AND EXPERIENCES<br />

INDIVIDUALISE<br />

Be it playing, building, destroying<br />

or constructing, LEGO provides the<br />

possibility to do and create something<br />

individual and personal in order<br />

to express themselves and their<br />

creative ideas. Therefore the group<br />

rated “individualise” as one of the<br />

most important issues regarding<br />

the LEGO Brand.<br />

PROBLEM:<br />

LEGO provides no product for our<br />

target group, which let’s them express<br />

themselves.<br />

CRITERIA:<br />

The LEGO Coffee Experience product<br />

allows the user to individualise<br />

it according to the own personality.<br />

The following criteria are the main insights into what the target group associates with the LEGO Brand, what they have<br />

experienced with and what they expect from a LEGO Product.<br />

CULT<br />

INDIVIDUAL<br />

THEMES<br />

COLOURFUL<br />

PLAYED ALONE<br />

BRICKS<br />

BUILD<br />

& PLAY<br />

PLAYING ROLES<br />

SELF EXPRESSION<br />

BUILDING<br />

DESTROY AGAIN<br />

FUN<br />

PLAYING<br />

MEMORIES<br />

NICE MOMENTS<br />

CHILDHOOD<br />

RECALLING MEMORIES<br />

PLAYED WITH FRIENDS<br />

AND FAMILY<br />

EDUCATION<br />

PLAYING AT HOME<br />

X3 SOCIALISE X3 CULT<br />

X2 MEMORIES X2 BUILD&PLAY X1<br />

“Socialise” is a very important issue<br />

of LEGO. Be it playing alone, with<br />

familiy members, friends or strangers<br />

- LEGO connects.<br />

PROBLEM:<br />

There is no LEGO gadget available<br />

for our target group, that simplifies<br />

connecting to their environment.<br />

CRITERIA:<br />

The LEGO Coffee Experience product<br />

needs to be an object that provokes<br />

interaction between people.<br />

Traditional forms and colours of the<br />

LEGO Brand are imoprtant to the<br />

target group, as they have never<br />

changed and therefore could stay in<br />

their minds over years. These are really<br />

striking characteristics that represent<br />

the cult brand.<br />

PROBLEM:<br />

Since it is perceived inapproporate<br />

for our target group to use LEGO<br />

products in its original way, building<br />

a house for example, they automatically<br />

lose connection to the cult<br />

LEGO products and characteristics.<br />

CRITERIA:<br />

The LEGO Coffee Experience product<br />

has to benefit from the “cult”<br />

characteristics of the LEGO brand,<br />

such as the traditional colours and<br />

forms.<br />

The target group told us about<br />

their memories and childhood rememberings<br />

in connection with the<br />

LEGO Products. It was interesting<br />

to see that all memories were positive<br />

ones. Memories seemed to be<br />

important but not as important as<br />

socialise and individualise, thus the<br />

group rated with x2.<br />

PROBLEM:<br />

There are barely any touch points<br />

of the LEGO Brand that reaches our<br />

target group, which could evoke<br />

their positive memories.<br />

CRITERIA:<br />

The LEGO Coffee Experience needs<br />

to include enough LEGO brand attributes<br />

in order to evoke this positive<br />

remembrance.<br />

One of the associations was<br />

build&play, which came to peoples<br />

minds. Obviousely, with LEGO Toys<br />

the building and playing aspect is<br />

basically the purpose of the toys<br />

and represents what people do<br />

with it. Nevertheless, for our target<br />

group the build&play aspect is not<br />

that important anymore, thus x1.<br />

PROBLEM:<br />

We observed that our target group<br />

has no need for a traditional toy to<br />

play with, but likes abuse daily objects<br />

to keep their fingers busy.<br />

CRITERIA:<br />

The LEGO Coffee Experience needs<br />

to include an adjustable part, needs<br />

to be changeable or needs to include<br />

a playing feature.<br />

SOCIALISE<br />

6


3.<br />

LEGO MEETS COFFEE<br />

EVALUATION CRITERIA<br />

CULT *2<br />

INDIVIDUALIZE *3<br />

SOCIALIZE *3<br />

BUILD & PLAY *1<br />

MEMORIES *2<br />

TOTAL<br />

IN THE MORNING<br />

SCENARIO 1:<br />

Frederik wakes up late. He rubs his<br />

eyes and grimly walks into the bathroom<br />

to shower. Once he’s ready<br />

he walks into the kitchen where his<br />

flatmate appreciative eats a birchermüsli.<br />

The two of them greet with<br />

a short “morning” and Fred immediately<br />

starts to prepare coffee. Since<br />

the shared flat kitchen does not include<br />

a coffee machine, he is forced<br />

to use his Bialetti moka machine.<br />

He always puts two different kinds<br />

of coffee powder in the upper part.<br />

While the coffee starts to boil, Frederik<br />

takes his favourite cup and his<br />

flatmate starts to laugh and makes<br />

fun of it. The cup has a micky mouse<br />

print on it and Fred defends the cup<br />

by saying that it is already cult and<br />

he received it with 10 years on a trip<br />

to Disneyland. Frederik checks his<br />

watch and realizes that he has just<br />

another few minutes at home, so he<br />

tries to drink faster and burns himself<br />

with the hot coffee.<br />

These 4 different scenarios were analysed in order to define which environment offers<br />

the greatest potential for the LEGO Coffee Experience product.<br />

COFFEE TO GO<br />

SCENARIO 2:<br />

After an intensive morning in school<br />

and a late night session for his school<br />

project Frederik is tired to death.<br />

Unfortunately he has to work for the<br />

agency in the afternoon. Since he has<br />

nearly no time between school and<br />

work Fred decides to skip lunch and<br />

just grab a coffee to go. As he forgot<br />

his thermos bottle at home, he<br />

is forced to buy a coffee in a bakery.<br />

He decides to indulge himself something<br />

and buys a coffee at Starbucks.<br />

He receives a fancy cardboard cup<br />

with his name on it written by the<br />

barista, what usually provokes discussions.<br />

Frederik immediately has<br />

a bad conscience because he knows<br />

that he will have to through the cup<br />

in the bin as soon as he finished<br />

the coffee and starts to think about<br />

the economic waste of plastic and<br />

regrets to forgot his bottle. Frederik<br />

sets off while playing with the<br />

cardboard that protects his hands<br />

from the heat an elderly woman approaches<br />

him about Starbucks and<br />

want’s to know what it is all about.<br />

COFFEE BREAK<br />

SCENARIO 3:<br />

Late hours at the agency are the<br />

rule rather than the exception, so<br />

he needs breaks to keep himself<br />

motivated and focused. Since most<br />

of his colleagues are smokers and<br />

therefor make several small breaks<br />

during the day, instead of two big<br />

breaks, Frederik adjusted his break<br />

behaviour to theirs, to not spend the<br />

time alone. To ensure not to stand<br />

around without anything to do, he<br />

drinks coffee, usually more than he<br />

actually needs to stay awake. This<br />

several little coffee breaks serve him<br />

to exchange with his co-worker and<br />

help him to prevent getting lost in<br />

work. The group loves to make fun<br />

about Frederiks picture-coffee cup<br />

(which all of the employees have to<br />

prevent permutations and serves as<br />

a little inside joke). To divert the topic<br />

about his cup, Frederik compares<br />

a co-worker who’s currently rolling a<br />

cigarette and wears cowboy boots<br />

with the Marlboro man, and everyone<br />

is laughing again.<br />

COFFEE CHIT-CHAT<br />

SCENARIO 4:<br />

4 Cup 5 Starbucks coffee 5 Marlboro cowboy 2 Coffee house<br />

3 Coffee powder mix 5 Name on cup 5 Picture-Cup 1 Cappuccino<br />

For Frederik and his best friends<br />

there’s nothing better than sitting<br />

together and enjoining coffee. Usually<br />

they meet in their favourite<br />

cosy little coffee house in Kreis 4 on<br />

Sundays and just chat. They spend<br />

hours in their chairs, drinking coffee<br />

and enjoining a piece of cake. They<br />

all know each other’s since kindergarten<br />

so they never run out of topics<br />

for conversations. Old memories<br />

about funny stories in the sandbox<br />

belong to the usually topic just as<br />

new clothing trends or possible<br />

destinations for city trips. While<br />

most of Frederik’s friends order espressos,<br />

Frederik and his friend Ben<br />

usually drink cappuccinos and make<br />

little artist contests. The winner is<br />

the one with the nicer artwork made<br />

out of the chocolate and cream on<br />

top of the cappuccino. The jury consists<br />

of the other group members.<br />

1 not much talking 4 Provoked discussions 5 Drinking coffee to socialize 5 Meeting each other<br />

2 Bialetti machine 3 Playing around with cardboard 2 Rolling cigarette 4 Contest<br />

3 Disneyland 2 Coffee / Youth 4 Picture 5 Childhood, things in common<br />

28 44 50 36<br />

7


4.LEGO BRAND VALUES<br />

This is the last part before going into the concept development!<br />

Having put together the target group, their main criteria and the most suitable<br />

LEGO-Coffee environment, we added the LEGO Brand values as<br />

over arching criteria and came up with the final concept on the<br />

following pages.<br />

FUN<br />

Fun is the happiness people experience when<br />

they are fully engaged in something and making<br />

progress towards a goal. Fun is both in the<br />

process, and in the completion.<br />

IMAGINATION<br />

The playing and building aspect of LEGO<br />

products is all about imagination. Curiosity<br />

and playfulness ask for solution that makes the<br />

user think and imagine possibilities of creating<br />

something extraordinary.<br />

CREATIVITY<br />

Creativity is the ability to come up with<br />

ideas and things that are new, surprising<br />

and valuable.<br />

The core values of the LEGO Brand, imagination, creativity, fun, learning, caring and quality, build<br />

the over arching values, which must be included into the LEGO Coffee Experience product.<br />

FUN LEARNING CARING QUALITY CREATIVITY IMAGINATION<br />

LEGO<br />

JOY OF BUILDING, PRIDE OF CREATING<br />

LEARNING<br />

Learning is expanding peoples thinking<br />

and doing (hands-on, minds-on)<br />

experiments.<br />

CARING<br />

Caring is about the making a positive<br />

difference in the lives of others. Caring<br />

is about humility – not thinking<br />

less of ourselves, but thinking of<br />

ourselves less.<br />

QUALITY<br />

Quality means the challenge of continuous<br />

improvement to be the best toy, the best for<br />

children and their development and the best to<br />

LEGO Groups community and partners.<br />

8


CUPCAP<br />

Final Concept<br />

Thanks to the evaluation of the concepts that were developed,<br />

we came up with the final concept for this project. The<br />

concept CupCap convinced due to its high rating in the criteria<br />

socialise and satisfying the main need of our target, which<br />

is defining oneself.<br />

CONCEPT IN SHORT<br />

The LEGO CupCap concept provides different coffee cup lids,<br />

out of silicon, in the shapes of well known LEGO hairstyles<br />

and headpieces. The reusable lid prevents the user from spoiling<br />

coffee and keeps the beverage hot. A variety of different<br />

hair and cap styles will foster the differentiation between the<br />

different users and the silicone material invites them to play<br />

with. The LEGO CupCap lets the user totally personalise and<br />

individualise its own LEGO Coffee Experience.<br />

Due to this new LEGO product, the target group Disconnected<br />

can reconnect with the brand with the help of a fun and<br />

creative way of drinking coffee.<br />

PRODUCT CRITERIA<br />

In the design of the LEGO CupCap, the predefined criteria of<br />

the design brief and the LEGO Brand values were included<br />

and all reveal through the different product attributes. The<br />

most important ones, individual, socialising and define oneself<br />

are integrated as followed:<br />

INDIVIDUAL<br />

Due to the fact that we offer different headpieces (helmets,<br />

hats, hairstyles etc.) each user will find one to identify with.<br />

Through this differentiation, each user can personalise and individualise<br />

its LEGO Coffee Experience.<br />

SOCIALISING<br />

As the product itself is already special and furthermore the<br />

nostalgic hairstyles of LEGO are funny to look at, this product<br />

will definitely provoke conversation. Talking about the Cup-<br />

Caps, memories about the childhood in connection with the<br />

LEGO Brand will be awakened automatically. Thus, people will<br />

talk about their experiences they had regarding the LEGO<br />

Brand. Through the well known shapes, the CupCaps will be<br />

part of the LEGO Brand’s cult-factor products.<br />

DEFINE ONESELF<br />

Since our product range includes different kinds of CupCaps<br />

(different shapes and colours), each user has the opportunity<br />

to express himself through his favourite CupCap. Are you<br />

more of an easy going, cool fellow? Then go for the cap or<br />

the dude hairstyle. Are you more of a doer? Then go for the<br />

building worker helmet.<br />

LEGO CUPCAP CHARACTERISTICS<br />

CUPCAP<br />

The CupCap keeps the coffee hot by covering the cups surface<br />

and allowing the user to drink coffee through a small gap.<br />

Due to the variety of different headpieces each user will find<br />

a suiting one to its looks, likes or memories. In this way everyone<br />

knows which coffee is who’s and the LEGO CupCap will<br />

be much talked of and evokes memories. For the ones who<br />

have to keep their fingers busy, it is a perfect toy since you<br />

can stretch the silicon material but not rip it in to pieces.<br />

PURPOSE<br />

The CupCap lets you individualise your coffee mug, keeps<br />

your coffee hot and furthermore helps the user to take care<br />

of our environment. By avoiding disposable plastic lids and<br />

cups, the durable CupCap offers you a fun and creative way<br />

to drink your coffee.<br />

USAGE<br />

The LEGO CUPCAP’s can be pulled over the top of coffee<br />

mugs with a diameter between 7 to 8cm (also take away<br />

cups). The cap is durable and can be used several times , since<br />

it’s rinsable in the dishwasher. The usage in general is very<br />

easy and helps you making your coffee experience more enjoyable.<br />

MATERIAL<br />

The CupCap is made out of silicon to encourage the isolation<br />

of the mug and keep the coffee hot. This material allows<br />

the user to pull the lid easily over any average coffee mug.<br />

Furthermore this material can easily be washed and provides<br />

a comfortable drink experience for the user. The actual Lego<br />

CupCap would be made of food safety silicon. The reason for<br />

using silicon is its elasticity. So the product can be used for<br />

several cups and not just for one type of cup.<br />

9


CUPCAP<br />

Final Concept<br />

PRODUCT RANGE<br />

In the first phase of the product launch, we want to offer 8 different CupCap headpieces. This<br />

range exists of 4 different hairstyles, each one in three colours (blonde, black and brown), and<br />

4 caps respectively helmets in five different colours (red, black, blue, green and yellow). All<br />

headpieces are characteristically designed for different users, in order that everyone can identify<br />

with one of the CUPCAP’s. The following eight presented CUPCAP’s form the first base of<br />

characteristics to launch:<br />

MEN HAIRSTYLES<br />

Mr. Nice Guy: “I finish first because I let the ladies first”<br />

The good looking, charming and elegant type. Classic and always dressed right.<br />

The Dude: “Hang loose”<br />

The lazy intelligent surfer or skater type, who lives his life easy-going.<br />

WOMEN HAIRSTYLES<br />

Sporty: “I’ll let the racket do the talking”<br />

The cheeky girl, who likes to have fun and loves doing sports.<br />

MissRetro: “A girl should be two things, Classy and Fabulous”<br />

The trendy and fashion-conscious hipster girl, who adores classic retro things.<br />

UNISEX HEADPIECES<br />

Rebel: “I’ve been reckless, but I am not a rebel without a cause”<br />

Bad guy or girl who likes to take risks.<br />

Coolio: “I’m gonna pimp your mug”<br />

The never grown up cool girls and boys.<br />

The Doer: “I do stuff with my hands”<br />

Hands on people, who like to work hard and efficient.<br />

Chief: “Do it my way!”<br />

The man or woman in charge who loves the feeling of authority and likes to lead others.<br />

Mr. Nice Guy The Dude<br />

Miss Retro<br />

The Doer<br />

FUTURE PLANS<br />

Rebel<br />

Chief<br />

Sporty<br />

Coolio<br />

In the near future, after a successful product launch of the first product range, we consider to<br />

cover two new areas of topics for CupCaps. One of these is jobs, where we try to offer hats for<br />

different job descriptions, like chef cook, police officer, worker’s hat, and on the other hand film<br />

theme based CupCaps, where we want to offer typical hats or hairstyles of current blockbusters.<br />

Furthermore, the LEGO Brand could offer an office package, including different kinds of<br />

headpieces for office use. Additionally the LEGO Group could think of offering a withe mug<br />

with the lids, in order to give the customer a “starting package”.<br />

10


TOUCH POINTS<br />

Creating a customer experience for the user<br />

of the LEGO CUPCAP’s includes several<br />

touch points and considering all being part<br />

of the brand. The combination of successful<br />

communication, purchase and usage experience<br />

build the framework around an effective<br />

brand experience.<br />

BRAND<br />

EXPERIENCE<br />

USAGE<br />

EXPERIENCE<br />

PURCHASE<br />

EXPERIENCE<br />

COMMUNICATION<br />

EXPERIENCE<br />

In the usage experience we focus on the easy usage and especially the fun<br />

factors while using the LEGO CUPCAP’s. By painting and individualising<br />

the coffee mug based on everybody’s personal desire, the whole world of<br />

coffee drinking becomes more fun and creative.<br />

The LEGO CupCap product will be placed in big supermarkets, with which<br />

LEGO already has contracts, and coffee stores. As this product is not in first<br />

line a toy, the product will mainly be situated in the household department.<br />

Special shelves and POS Material will be produced in order to best place<br />

and represent the LEGO brand in this new field.<br />

The communication for the LEGO CupCap is created with media who interests<br />

and focuses on our target group. Due to this we want to focus in first<br />

line on advertisement in connection with social media networks and other<br />

web channels. The communication language is young, smart and amusing<br />

in order to place the product right in the market and reach the favoured<br />

customers.<br />

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USAGE EXPERIENCE<br />

Touch points<br />

USAGE<br />

In the usage of the LEGO CupCap we focus on easy handling<br />

and the fun factor while using the product. The differentiation<br />

of the different lids fosters this fun factor as users can build<br />

up their personal stories about their coffee mug or even start<br />

to collect different CupCap types.<br />

With its flexible silicon material, the LEGO CupCap provides<br />

really easy handling. The user only needs to stretch the product<br />

over its personal, average coffee mug and the LEGO Coffee<br />

Experience is perfect. The agreeable material provides a<br />

comfortable drinking experience and furthermore invites the<br />

user to play with a curl of hair, sideburns or other headpieces<br />

attributes.<br />

As additional usage experience, the user can also individualise<br />

its mug even more with marking and painting, with water<br />

soluble marker, facial expressions on its surface. Due to this,<br />

the user has the chance to foster its own imagination and create<br />

its really personal LEGO CupCap Coffee Experience.<br />

FURTHER USAGE<br />

As the CupCaps are designed in order to fit on coffee mugs<br />

with an average diameter between 7 and 8 cm, the lids also<br />

work for the very often used cardboard mugs in bakeries or<br />

other coffee shops, where our target group gets their favourite<br />

coffee for their break. This helps the user to take care of<br />

the environment, by avoiding using always the disposable<br />

plastic lids that come with the cardboard mugs. This further<br />

usage will be also encouraged through the placement of the<br />

products in these bakeries and shops, which we explain further<br />

on the next page.<br />

INSTRUCTION MANUAL<br />

The Instruction manual shows how to put the LEGO CupCap on a Cup, how to wash it and<br />

further do’s and don’ts. The manual contains usage ideas such as painting facial characteristics<br />

on a mug. It is designed in the classic LEGO Construction Manual style.<br />

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PURCHASE EXPERIENCE<br />

Touch points<br />

PACKAGING<br />

The LEGO CUPCAP will be sold in a package which will<br />

build on the traditional LEGO Packages but clearly differentiate<br />

in terms of a more grown-up appearance. In terms<br />

of colour the Packaging mainly consists brown to reference<br />

to coffee and only the part with the euro hole will be<br />

in the colour of the respective LEGO CupCap. This allows<br />

the customer to quickly find the desired colour in a POS.<br />

The Packaging Material exclusively consists of recycled cardboard<br />

to protect the environment.<br />

Since the LEGO CupCap hidden in a closed box is no longer<br />

self explanatory the package will allow to see the inside<br />

through three openings. To demonstrate the use of the LEGO<br />

CupCap it is already put on a cardboard cup. The cup is not<br />

meant to drink from but he contains the instruction manual.<br />

SELLING POINT<br />

The LEGO CupCap has a unique selling point as the LEGO<br />

Coffee Experience stands out in the market of ‘normal’ and<br />

already known coffee mug lids. It is promoted as a new fun<br />

and creative way to drink coffee, which can be a strong selling<br />

point when trying to compete with other coffee mug or<br />

lid products.<br />

SHOP PLACEMENT<br />

The LEGO CupCaps will be placed in big supermarkets or<br />

stores, such as Coop or Manor, in which LEGO already places<br />

its products. LEGO therefore can profit from existing contracts<br />

but use another department, instead of the toy department,<br />

to place the product. It is planned that the LEGO Cup-<br />

Cap is sold in the household department, where also other<br />

coffee products can be found. We clearly want to distance<br />

from selling the product in classical toy stores, as then our target<br />

group would not be addressed and could not be reached.<br />

Furthermore we would like to plan for the future to place the<br />

LEGO CupCaps as well in bakeries, such as Bachmann, and<br />

trendy coffee stores where young adults drink or get their<br />

coffee from. The lids can then directly be used as the lid for<br />

the cardboard mug you buy.<br />

13


COMMUNICATION EXPERIENCE<br />

Touch points<br />

BRAND COMMUNICATION<br />

In order to reach the Disconnected the brand communication needs to differ from how they<br />

meet the brand until now. It has to be more mature but needs to stay a little bit cheeky.<br />

ADVERTISING:<br />

For advertising we would mainly focus on viral marketing and print.<br />

What has proven as one of the best trigger for the age group of the Disconnected is humour,<br />

therefor all our marketing needs to make people grin and through that provokes discussion<br />

and foster selling. Brand Communication will differ from the common LEGO Communication to<br />

reach the Target Group but it will stick to the LEGO Values. Product Communication<br />

VIRAL MARKETING<br />

Our target group the Disconnected either loves spending a lot of times surfing the internet and<br />

exchanging on social networks such as facebook and twitter or tries to avoid these platforms<br />

at all costs. To reach the “Addicted”, Slick targeted advertising on such sites can spread just<br />

like a virus. A good viral advertising has to be unconventional and should evoke the urge to<br />

show it to friends.<br />

To reach this we make use of provoking humour through online full page banner advertising.<br />

This advertising will show up by visiting certain news website such as 20min and tagi.ch. The<br />

visitor will see the normal website but on a second layer on top of breaking news images will<br />

appear the LEGO CupCap headpieces. Famous politicians and movie stars for example will<br />

than be wearing plastic old fashioned LEGO Haircuts or Hats. By clicking on the headpiece the<br />

visitor will be forwarded to the LEGO CupCap facebook page where he can become a fan or<br />

share his favourite images with all his friends. On this site the Link to coffee will be shown by<br />

presenting the actual product: LEGO CUP CAP.<br />

PRINT ADVERTISING<br />

Since a large part of the Disconnected avoids Social Networks to maintain privacy we address<br />

them by print advertising in selected lifestyle magazines. Here again we focus on humour by<br />

using cliché as a peg. The LEGO CupCap Headpieces will be positioned in environments where<br />

their “typical” carrier is located. The Link to coffee is shown by mistaken or emptied coffee<br />

mugs.<br />

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BUSINESS CASE<br />

REFERENCE<br />

PROJECT OWNER<br />

The Lego Group<br />

PROJECT MANAGER<br />

Lionel Hofstetter<br />

PROJECT TEAM<br />

Antonia Matejka<br />

Claudio Vögtli<br />

Lionel Hofstetter<br />

CONTEXT<br />

BUSINESS OBJECTIVE<br />

The LEGO Group’s objective is to come up with a coffee experience,<br />

which is based on their brand values. Creating a fun<br />

and creative way to drink coffee, will extend not only their<br />

product portfolio but also offers the possibility of targeting<br />

adults – not only children.<br />

The aim of the LEGO Group is to generate 15% of their whole<br />

sales in the next ten years with products for adults.1 By introducing<br />

specially designed products for adults and targeting<br />

their needs, the LEGO Brand will gain new customer and find<br />

new ways to expand their brand experience.<br />

OPPORTUNITIES<br />

The project LEGO Coffee Experience, offers huge opportunities<br />

for the LEGO Group. By addressing a new target group,<br />

which was defined through this project and later mentioned<br />

in this document, the company gains new market share and<br />

furthermore can expand their product portfolio with products<br />

for adults. By providing adults a LEGO Coffee Experience, the<br />

company can reconnect people, who stopped using LEGO<br />

Products after their childhood, to the brand.<br />

1 http://www.20min.ch/finance/news/story/17934075<br />

VALUE PROPOSITION<br />

DESIRED BUSINESS OUTCOMES<br />

The desired business outcomes are:<br />

Generate 5% more sales in the next 5 years in the field of adult<br />

products<br />

Implement new communication language in touch points in<br />

order to address the targeted people<br />

Increase brand loyalty<br />

Offer people an entire- life connection to the LEGO Brand<br />

FOCUS<br />

PROBLEM SCOPE<br />

The problem definition of the project was as followed:<br />

The combination of coffee and the LEGO brand does not fit<br />

the current target group’s needs and wants.<br />

Our group decided not to focus on the main target group,<br />

children, for the requested LEGO Coffee Experience. As a<br />

consequence we need to define a new target group for the<br />

LEGO-Coffee experience.<br />

SOLUTION SCOPE<br />

The leading question throughout the research phase was:<br />

What do we need to change/consider/do in order to match<br />

the LEGO Coffee Experience with the new customer’s needs,<br />

wants and expectations?<br />

ASSUMPTIONS<br />

LEGO Products are cult toys, which evoke childhood memories.<br />

Drinking coffee is a lifestyle connected with habits and rituals.<br />

People start drinking coffee with the association of finally being<br />

an adult.<br />

Coffee is a traditional social connector.<br />

PROJECT SCOPE<br />

TARGET<br />

Aim of this project was to find a new target group to address<br />

with a LEGO coffee experience in order to expand the market<br />

share and the product portfolio. Thanks to the intense research,<br />

the project team realised that there are young adults,<br />

which are disconnected from the brand. This group of people<br />

used to play with LEGO Products in their childhood but nowadays<br />

is totally disconnected, as they no longer can identify<br />

themselves with their products and not already have children<br />

who play with it.<br />

TARGET GROUP DEFINITION<br />

Find out what the future brings! The target audience for this<br />

project consists of young adults between 18 and 28 years old,<br />

who are becoming adults but not yet thinking about raising a<br />

family. These people are going through a second education<br />

or gain work experience in order to find out what they want<br />

to do in future. Their driving need is to define themselves in<br />

order to find their place in society and their environment. Exploring<br />

the surroundings, being no longer dependent on their<br />

parents and differentiate themselves are main factors which<br />

result out of this need.<br />

This target group offers great possibility to place the LEGO<br />

Coffee experience, as these people are really brand driven<br />

and can be fascinated with the cult of LEGO. Through a fun<br />

and creative coffee experience, driven by the brand values of<br />

LEGO, we can evoke their childhood memories and reconnect<br />

them to the brand.<br />

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BUSINESS CASE<br />

CONSUMER INSIGHT<br />

We conducted several different interviews with people of<br />

our target group and got valuable insights what they expect<br />

from both - coffee and LEGO.<br />

“Of course I also would buy LEGO because of my childhood<br />

memories...”, Christoph M.<br />

“LEGO ist so alt wie du es einsetzt, was du daraus machst und<br />

begleitet dich auf deinem Lebensweg.”, Marc H.<br />

“I drink coffee very often with someone else - I mostly drink<br />

coffee to chat with others.”, Manual S.<br />

EXPERIENCE ENVIRONMENT<br />

As found out through research about our target group, the<br />

created LEGO Coffee Experience product should fit in the environment<br />

coffee break.<br />

We see greatest potential for the LEGO Brand in the area of<br />

an emotional experience, where coffee is secondary, since we<br />

do not recommend to dive into the coffee making as such.<br />

The experience could use coffee as some kind link the target<br />

group with the LEGO Brand. Therefore the coffee would not<br />

be the main focus, but the LEGO-Coffee experience should<br />

evoke memories people have in terms of the LEGO Brand and<br />

thus, childhood memories etc..<br />

COMPETITIVE ENVIRONMENT<br />

There is no direct competitor, as no other toy manufacturer is<br />

also in the field of coffee. On the other hand there are competitors<br />

that deliver high class coffee products such as Starbucks<br />

and Bodum. They have long time experience in producing<br />

coffee gadgets (such as coffee mugs and lids for coffee<br />

mugs) and therefore also are seen as the main competitors.<br />

http://en.wikipedia.org/wiki/Business_case<br />

DELIVERABLES<br />

OUTCOMES<br />

The LEGO CupCap concept provides different silicon coffee<br />

cup lids in the shapes of well known LEGO hairstyles and<br />

headpieces. The reusable lid prevents the user from spoiling<br />

coffee and keeps the beverage hot. A variety of different<br />

hair and cap styles will foster the differentiation between the<br />

different users and the silicone material invites them to play<br />

with. The LEGO CupCap lets the user totally personalise and<br />

individualise its own LEGO Coffee Experience.<br />

DELIVERABLES AND BENEFITS PLANNED<br />

The upcoming LEGO Coffee Experience, represented by the<br />

LEGO CupCaps, should reconnect the Disconnected with the<br />

brand and should provide them with a fun and creative way to<br />

drink coffee. It conveys the following benefits to the people:<br />

Let people individualise their coffee experience<br />

Let people recapture memories<br />

Give people a product, which helps them to connect to its<br />

environment and evoke conversation with others<br />

COFFEE AND LEGO<br />

During this project we gained, through qualitative research<br />

such as interviews and observations, the valuable insights in<br />

order to connect the LEGO Brand with coffee. We know exactly<br />

what the need of target group is and what they expect<br />

of the LEGO-Coffee combination. The base for a successful<br />

LEGO Coffee Experience launch is built and offers high potential<br />

for the company to broaden their horizon. Thanks to<br />

new ways to address customers but still sticking to the core<br />

brand values will help them to increase the brand awareness<br />

in the adult sector.<br />

WORKLOAD<br />

APPROACH<br />

The project was approached in five main phases: the initiation,<br />

the planning, the research and analysis, the idea generation<br />

and the concept development phase. In the initiation phase,<br />

the project team got familiar with the whole project and created<br />

a re-brief and started to plan the whole project. Clear<br />

milestones were set, which were then executed and realised<br />

step by step. In the research and analysis phase, the project<br />

team got familiar with both topics, coffee and the LEGO brand,<br />

and then created the base for the concept generation. In the<br />

concept generation, three ideas were developed and then the<br />

best matching was evaluated. Refining and defining the end<br />

concept and coming up with the touch points that create the<br />

customer experience were the last steps of the project.<br />

PROJECT PLAN AND SCHEDULE<br />

The project plan can be seen on page 5 of the documentation.<br />

CRITICAL PATH<br />

What we needed to consider throughout the whole project,<br />

was to focus on our target group in all steps and reflections.<br />

COMMITMENTS<br />

PROJECT CONTROLS<br />

The project was accompanied by different advisors we met<br />

for coaching sessions. Therefore the ideas and steps of the<br />

project were reflected and controlled.<br />

REPORTING PROCESSES<br />

In different coaching sessions, the steps of the project were<br />

reported.<br />

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