Exploring Business Model Evolution with the Business Model Canvas Tool
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This report delves into visualizing business model evolution using the Business Model Canvas (BMC). It addresses the need for a method to describe and visualize the transformation of business models over time, as traditional BMCs are standalone representations. The study proposes design principles for business model evolution and presents a tool to assist in creating and navigating business model versions visually. Key concepts explored include mutations (additions, removals, modifications) between business model states, the use of layers to represent different versions, and the potential for computer-aided business model design (CABMD) to handle dynamic design and prototyping. The research follows a design science approach, outlining the concepts, methodology, and a prototype implementation for visualizing business model evolution.

Visualizing Business Model Evolution with the
Business Model Canvas: Concept and Tool
Boris Fritscher
Faculty of Business and Economics
University of Lausanne
Lausanne, Switzerland
boris.fritscher@unil.ch
Yves Pigneur
Faculty of Business and Economics
University of Lausanne
Lausanne, Switzerland
yves.pigneur@unil.ch
Abstract— The Business Model Canvas (BMC) assists in the
design of companies’ business models. As strategies evolve so too
does the business model. Unfortunately, each BMC is a
standalone representation. Thus, there is a need to be able to
describe transformation from one version of a business model to
the next as well as to visualize these operations. To address this
issue, and to contribute to computer-assisted business model
design, we propose a set of design principles for business model
evolution. We also demonstrate a tool that can assist in the
creation and navigation of business model versions in a visual
and user-friendly way.
Keywords—Business Model Canvas; Business Model
Evolution; CABMD
I. INTRODUCTION
The Business Model Canvas (BMC) [1] is a visual
modeling method that is used to capture the business model of
a company. It is defined by nine building blocks. The method
involves adding sticky notes to each of these building blocks;
these note represent the elements involved in the business
model. A completed BMC will highlight the key elements of a
business model at a fixed point in time, as chosen by its
creator. The BMC has achieved widespread adoption [2]: not
only is it used to model the current state of companies’
business models, but also any future business model
innovation. When a company undergoes changes, these need to
be reflected in its business model. Planning for new strategies
also generates new business models of possible future states.
Currently, every canvas is standalone. Thus, for each canvas a
specific time context is chosen: past, present, or a possible
future. Even if changes to a business model can be represented
by a new BMC, these two canvases are not linked together and
there is no indication as to how to compare them. Identifying
the changes that have occurred between the two states is
difficult. It is necessary to review each element for both
canvases, comparing them one by one to see if they have been
added, changed or removed. A more efficient method of
highlighting changes between two canvases is needed, one that
creates a visual roadmap of a business model’s evolution. Only
then, will companies be able to better understand business
model transformation.
A. Business Model Canvas
In this study, we chose to focus on the BMC because of the
problems raised through its broad adoption, and because its
visual and simple-to-use structure aligns with design thinking
and managing as designing [3-4]. Proficient users are able to
do more than just add elements to a model’s building blocks;
they can also consider element interactions and multiple
models [5]. For more advanced users, however, it is necessary
to develop a method for dealing with changes to a business
model.
B. Business model mechanics
An expert BMC user can highlight key business model
mechanics and interactions between elements by drawing
arrows to connect these elements. Business model evolution
affects elements, so any changes to these elements will also
have an impact on mechanics. When new elements are added
or removed, some mechanics may become more important or
less important.
By taking mechanics into consideration during the design
of a business model, new ideas can be generated, leading to the
exploration of new business models. However, a solution is
still required to assist in the handling of multiple models and
their transformation.
C. Business model evolution
Our particular interest is in the transformation that occurs
between two discrete evolutionary steps of a business model. In
reality, changes occur in a fluid way, on an ongoing basis. We
consider the issue of grouping changes into sets of mutations to
be outside the scope of this paper. The choice of decomposition
into distinct steps is carried out by the designer, who uses his
own methods.
A business model’s elements will change at some point. At
the time of change, the overall business model will be
transformed so that it is distinguishably different from its
previous version. Each small change can be seen as a mutation
of an element, which is either an addition, a removal or a
modification. A set of mutations is the difference between two
versions of a business model. This provides us with the means
to consider, for example, the history of a business model as an
evolution through different states or as ticks on a timeline.
Changes may occur as the result of internal research and
development, or through the continuous improvement of tasks,
and reactions to changes in the business model’s environment.
While this sequential vision works for tracking past and current
states of a business model, a more flexible approach is needed
if we wish to explore future states, of which there are more
Business Model Canvas: Concept and Tool
Boris Fritscher
Faculty of Business and Economics
University of Lausanne
Lausanne, Switzerland
boris.fritscher@unil.ch
Yves Pigneur
Faculty of Business and Economics
University of Lausanne
Lausanne, Switzerland
yves.pigneur@unil.ch
Abstract— The Business Model Canvas (BMC) assists in the
design of companies’ business models. As strategies evolve so too
does the business model. Unfortunately, each BMC is a
standalone representation. Thus, there is a need to be able to
describe transformation from one version of a business model to
the next as well as to visualize these operations. To address this
issue, and to contribute to computer-assisted business model
design, we propose a set of design principles for business model
evolution. We also demonstrate a tool that can assist in the
creation and navigation of business model versions in a visual
and user-friendly way.
Keywords—Business Model Canvas; Business Model
Evolution; CABMD
I. INTRODUCTION
The Business Model Canvas (BMC) [1] is a visual
modeling method that is used to capture the business model of
a company. It is defined by nine building blocks. The method
involves adding sticky notes to each of these building blocks;
these note represent the elements involved in the business
model. A completed BMC will highlight the key elements of a
business model at a fixed point in time, as chosen by its
creator. The BMC has achieved widespread adoption [2]: not
only is it used to model the current state of companies’
business models, but also any future business model
innovation. When a company undergoes changes, these need to
be reflected in its business model. Planning for new strategies
also generates new business models of possible future states.
Currently, every canvas is standalone. Thus, for each canvas a
specific time context is chosen: past, present, or a possible
future. Even if changes to a business model can be represented
by a new BMC, these two canvases are not linked together and
there is no indication as to how to compare them. Identifying
the changes that have occurred between the two states is
difficult. It is necessary to review each element for both
canvases, comparing them one by one to see if they have been
added, changed or removed. A more efficient method of
highlighting changes between two canvases is needed, one that
creates a visual roadmap of a business model’s evolution. Only
then, will companies be able to better understand business
model transformation.
A. Business Model Canvas
In this study, we chose to focus on the BMC because of the
problems raised through its broad adoption, and because its
visual and simple-to-use structure aligns with design thinking
and managing as designing [3-4]. Proficient users are able to
do more than just add elements to a model’s building blocks;
they can also consider element interactions and multiple
models [5]. For more advanced users, however, it is necessary
to develop a method for dealing with changes to a business
model.
B. Business model mechanics
An expert BMC user can highlight key business model
mechanics and interactions between elements by drawing
arrows to connect these elements. Business model evolution
affects elements, so any changes to these elements will also
have an impact on mechanics. When new elements are added
or removed, some mechanics may become more important or
less important.
By taking mechanics into consideration during the design
of a business model, new ideas can be generated, leading to the
exploration of new business models. However, a solution is
still required to assist in the handling of multiple models and
their transformation.
C. Business model evolution
Our particular interest is in the transformation that occurs
between two discrete evolutionary steps of a business model. In
reality, changes occur in a fluid way, on an ongoing basis. We
consider the issue of grouping changes into sets of mutations to
be outside the scope of this paper. The choice of decomposition
into distinct steps is carried out by the designer, who uses his
own methods.
A business model’s elements will change at some point. At
the time of change, the overall business model will be
transformed so that it is distinguishably different from its
previous version. Each small change can be seen as a mutation
of an element, which is either an addition, a removal or a
modification. A set of mutations is the difference between two
versions of a business model. This provides us with the means
to consider, for example, the history of a business model as an
evolution through different states or as ticks on a timeline.
Changes may occur as the result of internal research and
development, or through the continuous improvement of tasks,
and reactions to changes in the business model’s environment.
While this sequential vision works for tracking past and current
states of a business model, a more flexible approach is needed
if we wish to explore future states, of which there are more
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than one. Future business models represent possible versions.
These have been imagined in response to future changes that
have resulted from internal innovation or a reaction to
environment changes and can be discovered by, for example,
simulation or scenario-based prediction tools. An evolution
graph looks rather like a tree, with branches representing the
possible future directions of the business model. One of these
branches might become the next current state. Having a better
description of the evolution that is required to reach such a
possible future state opens up the possibility of evaluating the
necessary transitional steps, thereby allowing us to identify the
most suitable target for the next evolution step.
D. Computer-aided business model design (CABMD)
Handling all these mutation steps on paper has its
limitations. Marking up changes to previous states requires
elements to be redrawn. What’s more, hiding deleted elements
is difficult. A CABMD tool would be much better suited to the
handling of such dynamic design. Context changes require a
different selection of visible elements to be displayed. By
enabling the previous model to be visible in the background, it
is easier to identify which mutations are needed to transform
the current business model into a new one. As a result, only the
end result, or the transformation can be displayed. Moreover,
being able to switch the view in an instant is in the design spirit
of prototyping and helps in the iteration of different mutations
until the most suitable model has been identified.
Features derived from CAD tools in other domains, such as
architecture, process design, and programming, can be used as
an inspiration for CABMD. However, special care has to be
taken to design accessible tools that do not require special
training or a technical background. The main user group
consists of business people, who tend to be less technically
aware than traditional engineers [2]. Likewise, the tool should
have as much built-in flexibility as possible, offering advanced
designers constraint validation of the model, whilst still
offering some guidance to novice users.
E. Research questions
The focus of this research can be summarized by the
following questions:
What would a formalized set of concepts for mutating
from one business model to another look like?
What would a visualization of a Business Model
Evolution with discrete steps look like?
What design principles does a CABMD tool need to
fulfill in order to support Business Model Evolution
visualization and manipulation?
In terms of structure, this paper follows design science
research guidelines [6]. First, we present the justificatory
knowledge, followed by our methodology. We then discuss the
artifact (i.e., the use case and our concepts), before going on to
describe a prototype that implements the artifact, followed by
an evaluation of that prototype. Finally, we discuss the
implications of the methods used and conclude with a look
forward at further research on CABMD.
II. JUSTIFICATORY KNOWLEDGE
In highly uncertain, complex and fast-moving
environments, strategies are about insight, and rapid
experimentation [7]. This impacts on the need for business
model evolution. Indeed, the adaptability of a company’s
business model is key to its ability to survive [8]. However, as
yet, no visual or technical methods to transcribe these changes
on to a business model have been put forward. From a
technical perspective, evolution can be interpreted as a series of
business model states that are versioned. Ideas and technique
for versioning are not new. They have already been covered
extensively in many technical disciplines. However, none of
them fit perfectly to the business model evolution tracking
needs we have identified. With our focus on CAD we highlight
only briefly two examples from an IT focus, there exist
however also other fields such as architecture and other design
activities.
In fields such as database modeling, schema evolution is
well known in relational and object-oriented systems [9].
Solutions exist, but require a technical expertise or are not
easily adapted to high-level and managerial-level business
illustrations.
Versioning of work was first introduced in development
environments and has proved successful in handling a variety
of change tracking that goes far beyond the initial source files
[10]. At its core, versioning serves to guarantee the integrity of
the changes, giving the business model an immutable history.
However, whilst this works for documenting the history of an
evolution, it does not support creative prototyping, where a
flexible and dynamic back-and-forth way of idea exploration is
required.
III. METHODOLOGY
This study followed a design science research approach [6].
We identified a need for a structured method to visualize
business model evolution using a BMC. To address this need,
we elaborated a series of concepts, which were then
instantiated with different prototypes in order to iteratively
improve and evaluate them.
The iterations to produce the design solution were carried
out under a set of constraints because our solution has to be
suitable for use with a BMC. Thus, it has to follow the
principles of ease of use and of visual design [2] to guarantee
that it will be accessible to our target audience of business
users, who do not have special CAD tool training.
To get a better grasp of the concept of business model
evolution modeling, we started by gathering insights. We also
built a use case, which served as the foundation for creating the
first visual prototype. The use case was built by carrying out
desk research about a company that had been identified as
having multiple evolution steps. All the available data was
aggregated to build discreet identifiable evolution steps, which
were then described textually. In a second stage of the process,
key business model components were extracted from each step,
giving us a series of BMCs, which could be linked together.
This visual prototype was then iteratively evaluated and
refined. The key transformation concepts were extracted from
it and an insight was gained into their design principles.
These have been imagined in response to future changes that
have resulted from internal innovation or a reaction to
environment changes and can be discovered by, for example,
simulation or scenario-based prediction tools. An evolution
graph looks rather like a tree, with branches representing the
possible future directions of the business model. One of these
branches might become the next current state. Having a better
description of the evolution that is required to reach such a
possible future state opens up the possibility of evaluating the
necessary transitional steps, thereby allowing us to identify the
most suitable target for the next evolution step.
D. Computer-aided business model design (CABMD)
Handling all these mutation steps on paper has its
limitations. Marking up changes to previous states requires
elements to be redrawn. What’s more, hiding deleted elements
is difficult. A CABMD tool would be much better suited to the
handling of such dynamic design. Context changes require a
different selection of visible elements to be displayed. By
enabling the previous model to be visible in the background, it
is easier to identify which mutations are needed to transform
the current business model into a new one. As a result, only the
end result, or the transformation can be displayed. Moreover,
being able to switch the view in an instant is in the design spirit
of prototyping and helps in the iteration of different mutations
until the most suitable model has been identified.
Features derived from CAD tools in other domains, such as
architecture, process design, and programming, can be used as
an inspiration for CABMD. However, special care has to be
taken to design accessible tools that do not require special
training or a technical background. The main user group
consists of business people, who tend to be less technically
aware than traditional engineers [2]. Likewise, the tool should
have as much built-in flexibility as possible, offering advanced
designers constraint validation of the model, whilst still
offering some guidance to novice users.
E. Research questions
The focus of this research can be summarized by the
following questions:
What would a formalized set of concepts for mutating
from one business model to another look like?
What would a visualization of a Business Model
Evolution with discrete steps look like?
What design principles does a CABMD tool need to
fulfill in order to support Business Model Evolution
visualization and manipulation?
In terms of structure, this paper follows design science
research guidelines [6]. First, we present the justificatory
knowledge, followed by our methodology. We then discuss the
artifact (i.e., the use case and our concepts), before going on to
describe a prototype that implements the artifact, followed by
an evaluation of that prototype. Finally, we discuss the
implications of the methods used and conclude with a look
forward at further research on CABMD.
II. JUSTIFICATORY KNOWLEDGE
In highly uncertain, complex and fast-moving
environments, strategies are about insight, and rapid
experimentation [7]. This impacts on the need for business
model evolution. Indeed, the adaptability of a company’s
business model is key to its ability to survive [8]. However, as
yet, no visual or technical methods to transcribe these changes
on to a business model have been put forward. From a
technical perspective, evolution can be interpreted as a series of
business model states that are versioned. Ideas and technique
for versioning are not new. They have already been covered
extensively in many technical disciplines. However, none of
them fit perfectly to the business model evolution tracking
needs we have identified. With our focus on CAD we highlight
only briefly two examples from an IT focus, there exist
however also other fields such as architecture and other design
activities.
In fields such as database modeling, schema evolution is
well known in relational and object-oriented systems [9].
Solutions exist, but require a technical expertise or are not
easily adapted to high-level and managerial-level business
illustrations.
Versioning of work was first introduced in development
environments and has proved successful in handling a variety
of change tracking that goes far beyond the initial source files
[10]. At its core, versioning serves to guarantee the integrity of
the changes, giving the business model an immutable history.
However, whilst this works for documenting the history of an
evolution, it does not support creative prototyping, where a
flexible and dynamic back-and-forth way of idea exploration is
required.
III. METHODOLOGY
This study followed a design science research approach [6].
We identified a need for a structured method to visualize
business model evolution using a BMC. To address this need,
we elaborated a series of concepts, which were then
instantiated with different prototypes in order to iteratively
improve and evaluate them.
The iterations to produce the design solution were carried
out under a set of constraints because our solution has to be
suitable for use with a BMC. Thus, it has to follow the
principles of ease of use and of visual design [2] to guarantee
that it will be accessible to our target audience of business
users, who do not have special CAD tool training.
To get a better grasp of the concept of business model
evolution modeling, we started by gathering insights. We also
built a use case, which served as the foundation for creating the
first visual prototype. The use case was built by carrying out
desk research about a company that had been identified as
having multiple evolution steps. All the available data was
aggregated to build discreet identifiable evolution steps, which
were then described textually. In a second stage of the process,
key business model components were extracted from each step,
giving us a series of BMCs, which could be linked together.
This visual prototype was then iteratively evaluated and
refined. The key transformation concepts were extracted from
it and an insight was gained into their design principles.

The visual prototypes were built using the core tenant by
which paper-based design is combined with the possibilities
offered by computer-assisted software. We explored the idea of
layers for each step of business model evolution by evaluating
different prototypes: first with paper experiments, then with
illustrations created using a digital painting tool and finally
with a custom software tool. Each prototype gave additional
insight, enabling us to solve the issue of visually displaying
these steps and the transitions that take place during business
model evolution.
IV. CONCEPTS FOR BUSINESS MODEL EVOLUTION
In this section we describe concepts of business model
evolution, starting with the basic operation to transform one
business model state into its next version. We then show how
the concept of layers can help with visualizing these
operations, extending this transition to multiple iterations. We
can then examine how this affects the representation of
different layers.
A. Mutations classified
To describe the transformation from one business model
version (layer) to the next, it is necessary to look at three
mutations: the add operation, the change operation to transform
existing elements, and the remove operation, which
complements the add operation.
These actions are very similar to those proposed in the Blue
Ocean Strategy 4 Actions Framework: Create, Eliminate, Raise
and Reduce [11]. In this study, however, we describe how
mutations can be used to define the transformation of one
business model (previous, layer 1) into a new one (layer 2).
1) Add
Adds a new element to one of the nine building blocks of
the BMC. Something new that the previous business model did
not utilize.
2) Remove
Removes an existing element from one of the nine building
blocks of the BMC, completely discarding something that was
used before.
3) Change
Any element that behaves differently or has one of its
properties transformed. Instead of considering two distinct
cases, such as raise and reduce from the 4 Actions Framework,
we used a generic change operation. On a basic level, change
could engage the remove and add operations; however, this
would not allow existing mechanics to be involved in the
changed element without the removal and recreation of both
the mechanics and connected elements. The change mutation in
operations allows us to trace the origins of the elements and the
state where they were introduced to the business model. The
change mutation also shows how the business model evolved
into its current state.
For some changes, it is helpful to indicate if it was a raise
or reduction. This can be specified as an additional indicator,
without noting whether it is a positive or negative increase,
because this depends on the context.
4) Other mutations
More complicated concepts, such as the notion of splitting
one element into multiple elements, or the merging of multiple
elements into one, could also be considered. On the other hand
these operations can be handled with a combination of remove,
add and change operations; for example, by deleting all merged
elements and adding a new one, or by deleting all except one
and then changing it. The caveat is, of course, that it may lose
some evolution information. Although we chose to introduce
the change event for these reasons, in a situation where there is
merge and split, any added complexity would outweigh the
benefits provided.
B. Visual representation with layers
In order to group mutations into business model states we
used the concept of layers inspired by 2D animation
techniques. Here, layers are used as a stack of transparent
sheets, where each one represents a still image frame of the
animation. A new frame is a new layer, which is used to draw
over previous areas to illustrate movement through changes.
Applied to business model evolution, the use of this technique
is similar to that of drawing on tracing paper. The mutations
are applied to the new layer, thus affecting elements that are
visible on the lower layers. Here, the redraw is not based on the
location of the painting canvas, but on the process of adding,
removing or changing business model elements in the nine
building blocks. The operations of the current layer are shown
normally; the previous layer is shown as faded.
C. Multiple evolution steps
A business model evolution that involves more than one
transformation adds some complexity, which we address here.
1) Tree of Business Model Evolution
Stacking more than one layer shows a chain of evolution
for a business model, as well as a series of transformations.
Furthermore, it is also possible to avoid stacking all the layers
directly on top of each other by sharing some layers and then
branching off into another direction, much as branches grow on
a tree.
2) Import
However, if there are different branches and one element is
to be shared from one branch to another without adding it to
the common parent branch (layer), the change operation does
not fully cover this use case. Therefore, we have used the
concept of import to highlight an element that is used from
another layer when there is no common element in a shared
parent layer. This is a special version of the change element. It
was also used in our use case in which two business models
were developed in parallel, sharing some elements. This
concept is necessary because of dependency problems when
there are more than two layers. Other consistency rules which
did not require a new concept are covered in the design
principles section.
3) Multiple layers aggregation rules
Visually, a good way to understand business model
evolution is to compare the difference between two consecutive
layers. When there are multiple layers, making such a
comparison can be difficult because of visual crowding,
especially if there are a large number of change and delete
operations across the layers. One way to compare a layer with
which paper-based design is combined with the possibilities
offered by computer-assisted software. We explored the idea of
layers for each step of business model evolution by evaluating
different prototypes: first with paper experiments, then with
illustrations created using a digital painting tool and finally
with a custom software tool. Each prototype gave additional
insight, enabling us to solve the issue of visually displaying
these steps and the transitions that take place during business
model evolution.
IV. CONCEPTS FOR BUSINESS MODEL EVOLUTION
In this section we describe concepts of business model
evolution, starting with the basic operation to transform one
business model state into its next version. We then show how
the concept of layers can help with visualizing these
operations, extending this transition to multiple iterations. We
can then examine how this affects the representation of
different layers.
A. Mutations classified
To describe the transformation from one business model
version (layer) to the next, it is necessary to look at three
mutations: the add operation, the change operation to transform
existing elements, and the remove operation, which
complements the add operation.
These actions are very similar to those proposed in the Blue
Ocean Strategy 4 Actions Framework: Create, Eliminate, Raise
and Reduce [11]. In this study, however, we describe how
mutations can be used to define the transformation of one
business model (previous, layer 1) into a new one (layer 2).
1) Add
Adds a new element to one of the nine building blocks of
the BMC. Something new that the previous business model did
not utilize.
2) Remove
Removes an existing element from one of the nine building
blocks of the BMC, completely discarding something that was
used before.
3) Change
Any element that behaves differently or has one of its
properties transformed. Instead of considering two distinct
cases, such as raise and reduce from the 4 Actions Framework,
we used a generic change operation. On a basic level, change
could engage the remove and add operations; however, this
would not allow existing mechanics to be involved in the
changed element without the removal and recreation of both
the mechanics and connected elements. The change mutation in
operations allows us to trace the origins of the elements and the
state where they were introduced to the business model. The
change mutation also shows how the business model evolved
into its current state.
For some changes, it is helpful to indicate if it was a raise
or reduction. This can be specified as an additional indicator,
without noting whether it is a positive or negative increase,
because this depends on the context.
4) Other mutations
More complicated concepts, such as the notion of splitting
one element into multiple elements, or the merging of multiple
elements into one, could also be considered. On the other hand
these operations can be handled with a combination of remove,
add and change operations; for example, by deleting all merged
elements and adding a new one, or by deleting all except one
and then changing it. The caveat is, of course, that it may lose
some evolution information. Although we chose to introduce
the change event for these reasons, in a situation where there is
merge and split, any added complexity would outweigh the
benefits provided.
B. Visual representation with layers
In order to group mutations into business model states we
used the concept of layers inspired by 2D animation
techniques. Here, layers are used as a stack of transparent
sheets, where each one represents a still image frame of the
animation. A new frame is a new layer, which is used to draw
over previous areas to illustrate movement through changes.
Applied to business model evolution, the use of this technique
is similar to that of drawing on tracing paper. The mutations
are applied to the new layer, thus affecting elements that are
visible on the lower layers. Here, the redraw is not based on the
location of the painting canvas, but on the process of adding,
removing or changing business model elements in the nine
building blocks. The operations of the current layer are shown
normally; the previous layer is shown as faded.
C. Multiple evolution steps
A business model evolution that involves more than one
transformation adds some complexity, which we address here.
1) Tree of Business Model Evolution
Stacking more than one layer shows a chain of evolution
for a business model, as well as a series of transformations.
Furthermore, it is also possible to avoid stacking all the layers
directly on top of each other by sharing some layers and then
branching off into another direction, much as branches grow on
a tree.
2) Import
However, if there are different branches and one element is
to be shared from one branch to another without adding it to
the common parent branch (layer), the change operation does
not fully cover this use case. Therefore, we have used the
concept of import to highlight an element that is used from
another layer when there is no common element in a shared
parent layer. This is a special version of the change element. It
was also used in our use case in which two business models
were developed in parallel, sharing some elements. This
concept is necessary because of dependency problems when
there are more than two layers. Other consistency rules which
did not require a new concept are covered in the design
principles section.
3) Multiple layers aggregation rules
Visually, a good way to understand business model
evolution is to compare the difference between two consecutive
layers. When there are multiple layers, making such a
comparison can be difficult because of visual crowding,
especially if there are a large number of change and delete
operations across the layers. One way to compare a layer with
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the previous layer is to aggregate everything except the two
layers that need to be compared. This aggregation creates a
simplified previous layer and helps to declutter the visual
design. It also means that if an element is removed in the
previous layer, it will not show up in the current layer. When
changes have been made, only the final changed element is
displayed; the most recent change overriding the older ones.
All the elements of the previous layers have the same fade
level; they do not fade more and more, as if they were layers of
paper stacked one on top of the other.
V. DESIGN PRINCIPLES FOR COMPUTER AIDED BUSINESS
MODEL DESIGN
Supporting a design methodology with CAD tools has
several shared advantages: guaranteed consistency of the
model, easier visual navigation with multiple representations of
the same data, and support for explorative work methods with
the ability to move elements around at no cost. In addition, a
number of principal benefits can be identified for each concept;
these can be implemented by a CABMD tool to support
business model evolution.
A. Transformation principles
P1: Consistency of the supported model
The tool should allow for flexibility while still guaranteeing
automatically the consistency of the model it supports. Applied
to the business model concept we have the following rules:
A series of changes has an add mutation as the initial
parent element;
A link always connects two existing elements;
An import is a change element that has a parent element
to which it applies a change. Which is not in any parent
layer of the layer the import is in.
Consistency can be guaranteed in different ways, as shown.
By blocking any operation that would lead to an
inconsistent state. For example, to guarantee
consistency, one should not authorize the removal of
elements involved in a link before the link itself is
removed.
Draw to the attention of the designer the problem to be
resolved; the designer can then make a decision. For
example, he could choose to cancel the requested
operation or decide to remove the element and any
relevant links.
If the solution is obvious, any corrections that are
needed to make the model consistent can be applied
automatically.
B. Visual principles
P2a: Visual representation and simple navigation
Any interaction has to be a simple and visual representation
of the business model, and must be understandable at a glance.
A CAD tool needs to be easily editable and support visual
color coding of the elements [2].
P2b: Visual mechanics
Visual mechanics illustrate the influence of elements on
each other in the BMC. Semantically, it can have different
meanings, depending on the story being represented.
Therefore, the implementation of visual mechanics has to be
open and allow for a drawing-based system, whilst still
enforcing the connection between the start and end elements of
the link. Links are limited to connecting elements in the nine
building blocks of the same BMC; however, they can span
elements of different layers.
P2c: Layers as business model states
In terms of replication, digital layers help to fade previous
models in a way that is smarter than using tracing paper.
Instead of having the lower layers fade to nothing, each layer
can be computed so that it is visually “readable”, with the right
amount of transparency. In addition, it is relatively
inexpensive to use a digital format to improve visuals by
displaying the same information multiple times and in different
ways.
In Business Model evolution each layer represents a new
business model through the aggregation of the previous layers.
Instead of putting everything on top of each other, each
aggregation (state) can be displayed in a sequential way, as a
chain of business models, or can be spaced along a timeline.
C. Consistency during design dynamics with multiple layers
In this section, we describe the rules that govern the
movement of elements whilst the modeler is experimenting
with the design, moving elements between layers before
reaching a final solution.
P3: Mutation rules on business model elements
Elements that are new (add elements) can be moved to all
other element types (change, import, remove), or they can
inherit their position from the element they modify. Moving an
element’s position inside the same building block only has a
visual impact. Switching building blocks inside the same BMC
changes its element type. If an element is moved into a layer
that represents a previous state of the current business model,
everything is fine. If the element is moved to a later business
model state, which already includes a change element there
may be a problem; this depends on the moved element. The
elements that are added and changed will occupy the same
space. Thus, it is necessary to decide how to merge them or
whether or not the move is invalid.
Moving an add element out of the business model
inheritance tree or onto another business model branch, might
leave change elements that do not have a visible add parent.
The first change element needs to be transformed into an
import. Alternatively, the move will have to be cancelled and
the user alerted as to existence of a dependency problem.
VI. USE CASE: VALVE CORPORATION
We developed a use case based on an American company
named Valve Corporation. They started out as a classic video
game development studio and transformed themselves into the
leading actor of digital video game distribution (Steam1). From
1 http://en.wikipedia.org/wiki/Steam_(software)#History
layers that need to be compared. This aggregation creates a
simplified previous layer and helps to declutter the visual
design. It also means that if an element is removed in the
previous layer, it will not show up in the current layer. When
changes have been made, only the final changed element is
displayed; the most recent change overriding the older ones.
All the elements of the previous layers have the same fade
level; they do not fade more and more, as if they were layers of
paper stacked one on top of the other.
V. DESIGN PRINCIPLES FOR COMPUTER AIDED BUSINESS
MODEL DESIGN
Supporting a design methodology with CAD tools has
several shared advantages: guaranteed consistency of the
model, easier visual navigation with multiple representations of
the same data, and support for explorative work methods with
the ability to move elements around at no cost. In addition, a
number of principal benefits can be identified for each concept;
these can be implemented by a CABMD tool to support
business model evolution.
A. Transformation principles
P1: Consistency of the supported model
The tool should allow for flexibility while still guaranteeing
automatically the consistency of the model it supports. Applied
to the business model concept we have the following rules:
A series of changes has an add mutation as the initial
parent element;
A link always connects two existing elements;
An import is a change element that has a parent element
to which it applies a change. Which is not in any parent
layer of the layer the import is in.
Consistency can be guaranteed in different ways, as shown.
By blocking any operation that would lead to an
inconsistent state. For example, to guarantee
consistency, one should not authorize the removal of
elements involved in a link before the link itself is
removed.
Draw to the attention of the designer the problem to be
resolved; the designer can then make a decision. For
example, he could choose to cancel the requested
operation or decide to remove the element and any
relevant links.
If the solution is obvious, any corrections that are
needed to make the model consistent can be applied
automatically.
B. Visual principles
P2a: Visual representation and simple navigation
Any interaction has to be a simple and visual representation
of the business model, and must be understandable at a glance.
A CAD tool needs to be easily editable and support visual
color coding of the elements [2].
P2b: Visual mechanics
Visual mechanics illustrate the influence of elements on
each other in the BMC. Semantically, it can have different
meanings, depending on the story being represented.
Therefore, the implementation of visual mechanics has to be
open and allow for a drawing-based system, whilst still
enforcing the connection between the start and end elements of
the link. Links are limited to connecting elements in the nine
building blocks of the same BMC; however, they can span
elements of different layers.
P2c: Layers as business model states
In terms of replication, digital layers help to fade previous
models in a way that is smarter than using tracing paper.
Instead of having the lower layers fade to nothing, each layer
can be computed so that it is visually “readable”, with the right
amount of transparency. In addition, it is relatively
inexpensive to use a digital format to improve visuals by
displaying the same information multiple times and in different
ways.
In Business Model evolution each layer represents a new
business model through the aggregation of the previous layers.
Instead of putting everything on top of each other, each
aggregation (state) can be displayed in a sequential way, as a
chain of business models, or can be spaced along a timeline.
C. Consistency during design dynamics with multiple layers
In this section, we describe the rules that govern the
movement of elements whilst the modeler is experimenting
with the design, moving elements between layers before
reaching a final solution.
P3: Mutation rules on business model elements
Elements that are new (add elements) can be moved to all
other element types (change, import, remove), or they can
inherit their position from the element they modify. Moving an
element’s position inside the same building block only has a
visual impact. Switching building blocks inside the same BMC
changes its element type. If an element is moved into a layer
that represents a previous state of the current business model,
everything is fine. If the element is moved to a later business
model state, which already includes a change element there
may be a problem; this depends on the moved element. The
elements that are added and changed will occupy the same
space. Thus, it is necessary to decide how to merge them or
whether or not the move is invalid.
Moving an add element out of the business model
inheritance tree or onto another business model branch, might
leave change elements that do not have a visible add parent.
The first change element needs to be transformed into an
import. Alternatively, the move will have to be cancelled and
the user alerted as to existence of a dependency problem.
VI. USE CASE: VALVE CORPORATION
We developed a use case based on an American company
named Valve Corporation. They started out as a classic video
game development studio and transformed themselves into the
leading actor of digital video game distribution (Steam1). From
1 http://en.wikipedia.org/wiki/Steam_(software)#History
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a business model point of view their case is interesting because
we could identify seven evolution steps within twelve years
and spanning two business models: game design and
distribution platform. The latter emerged from the first one, but
is more than just an extension. Identifying the states and their
transitions was in itself a challenge. Part of the final prototype
tool can be seen in figure 2.
A. Example of a transition
In 2011, Valve Corporation started experimenting on
applying the free-to-play business model concept to one of
their more successful multiplayer games, “Team Fortress 2”.
This meant that they no longer sold the game, but offered it for
free to anyone to download and play. The lost revenue from
game sales was replaced by in-game micro transaction sales of
add-on items for the in-game avatars: new decorative hats,
glasses, and weapons. Additionally, they approached
independent developers, offering them the possibility of
producing new content for the game through a revenue-sharing
model.
Key mutations for this transition were two new value
propositions: “free game” and “in-game items market”. In
addition, there were two changes in the customer segments
targeted by these new offerings: “gamers” which expanded to
include more casual players and “independent developers”
which increased in terms of numbers and professionalism, as
the developers were attracted by the new revenue possibilities.
VII. INSTANTIATION
The built prototype is a web application (see figure 2). It
provides a workspace on which the BMC and its layers can be
added. Each layer aggregation is shown on a sequential
timeline. Navigation between the states can be achieved by
zooming into the workspace and panning around.
The following features support the design principles
described in the previous section.
1) Consistency
The user interface limits element creation on a layer to
given operations. On any BMC, elements can be added to any
position of any building block. Changed or deleted, however
require clicking on an added element from a previous layer.
2) Visual principles
a) Visual representation and simple navigation
Each element has a set of visual properties that dictate its
appearance, such as name or picture, and a set of colors. We
chose to use a multicolored tagging system [2], which is
recommended for this design. Elements have a fixed size, but
can be freely positioned.
Since the visual appearance of an element is computed in
real time it is easy to provide options that customize the look of
any displayed information. A number of visual choices can be
turned on or off: links between BMCs, the mechanics in a
BMC, and the previous layer can all be shown. Likewise,
customization can be used to show only the new mutations or
the final model without any fading. The space between
business model states can also be changed to influence its
position in the tree, or in order to simulate a timeline over a
purely sequential layout.
b) Visual mechanics
Links between elements are created by dragging and
dropping one element on top of a second element. The visual
appearance of a link can also be changed by specifying its
stroke width and dash style in addition to its color. The start
and end points of links are confined within the bounding box of
their respective elements. A link can have as many
intermediary nodes as necessary to draw a custom BM
mechanic path between its start and end elements. This allows
the BM to express an indirect route, which visualizes the usage
of other elements (limited to only visual information).
c) Layers as business model states
A BM can create a new child business model which inherits
its elements; here, links are faded. The child model takes the
form of a layer that is positioned on top. New transformations
are recorded on this layer.
3) Multiple layers
A business model can have as many children as necessary;
each child is a new branch in the tree. A child business model
can, in turn, give rise to another child business model, thus
creating a chain, with cumulative results for each branch.
An existing element is inherited from its parent chain
(either from a direct parent or a grandparent). Such an element
cannot be moved directly; instead, it can be marked as removed
or changed according to the rules of mutation. A change can
optionally specify whether it is an increase or decrease on its
impact indicator. A changed element inherits the position of its
parent element, but can have its own name, and color. An
import is similar to a change, except for the fact that its
business model is not in the same business model chain. A
deleted element will no longer be visible in any child layers.
All links that involve the element marked as deleted will
also be hidden for child business models in this branch. Links
can be drawn between new and changed elements, as well as
previous ones.
VIII. EVALUATION
Each designed prototype during this research was evaluated
before its iteration to produce the next one.
First, we used tracing paper to create a paper prototype
visualization of the layered business model concept in the use
case. We then asked a small group of users who were already
familiar with the business model whether they could
understand the different visual cues offered by the layers. This
confirmed that the visualization in layers is helpful, but showed
that the use of paper had its limitations: when stacking a series
of physical pieces of paper on top of each other, the underlying
elements become faded. A digital prototype can remediate this
by offering more selective filtering. Thus, we went on to iterate
with the help of a painting application. This allowed us to test
different combinations of transparency, color and layout by
gathering readability feedback from test users. The display of
layers visually helped in the gathering concept and in the
design of the business model. These visual layers were then
we could identify seven evolution steps within twelve years
and spanning two business models: game design and
distribution platform. The latter emerged from the first one, but
is more than just an extension. Identifying the states and their
transitions was in itself a challenge. Part of the final prototype
tool can be seen in figure 2.
A. Example of a transition
In 2011, Valve Corporation started experimenting on
applying the free-to-play business model concept to one of
their more successful multiplayer games, “Team Fortress 2”.
This meant that they no longer sold the game, but offered it for
free to anyone to download and play. The lost revenue from
game sales was replaced by in-game micro transaction sales of
add-on items for the in-game avatars: new decorative hats,
glasses, and weapons. Additionally, they approached
independent developers, offering them the possibility of
producing new content for the game through a revenue-sharing
model.
Key mutations for this transition were two new value
propositions: “free game” and “in-game items market”. In
addition, there were two changes in the customer segments
targeted by these new offerings: “gamers” which expanded to
include more casual players and “independent developers”
which increased in terms of numbers and professionalism, as
the developers were attracted by the new revenue possibilities.
VII. INSTANTIATION
The built prototype is a web application (see figure 2). It
provides a workspace on which the BMC and its layers can be
added. Each layer aggregation is shown on a sequential
timeline. Navigation between the states can be achieved by
zooming into the workspace and panning around.
The following features support the design principles
described in the previous section.
1) Consistency
The user interface limits element creation on a layer to
given operations. On any BMC, elements can be added to any
position of any building block. Changed or deleted, however
require clicking on an added element from a previous layer.
2) Visual principles
a) Visual representation and simple navigation
Each element has a set of visual properties that dictate its
appearance, such as name or picture, and a set of colors. We
chose to use a multicolored tagging system [2], which is
recommended for this design. Elements have a fixed size, but
can be freely positioned.
Since the visual appearance of an element is computed in
real time it is easy to provide options that customize the look of
any displayed information. A number of visual choices can be
turned on or off: links between BMCs, the mechanics in a
BMC, and the previous layer can all be shown. Likewise,
customization can be used to show only the new mutations or
the final model without any fading. The space between
business model states can also be changed to influence its
position in the tree, or in order to simulate a timeline over a
purely sequential layout.
b) Visual mechanics
Links between elements are created by dragging and
dropping one element on top of a second element. The visual
appearance of a link can also be changed by specifying its
stroke width and dash style in addition to its color. The start
and end points of links are confined within the bounding box of
their respective elements. A link can have as many
intermediary nodes as necessary to draw a custom BM
mechanic path between its start and end elements. This allows
the BM to express an indirect route, which visualizes the usage
of other elements (limited to only visual information).
c) Layers as business model states
A BM can create a new child business model which inherits
its elements; here, links are faded. The child model takes the
form of a layer that is positioned on top. New transformations
are recorded on this layer.
3) Multiple layers
A business model can have as many children as necessary;
each child is a new branch in the tree. A child business model
can, in turn, give rise to another child business model, thus
creating a chain, with cumulative results for each branch.
An existing element is inherited from its parent chain
(either from a direct parent or a grandparent). Such an element
cannot be moved directly; instead, it can be marked as removed
or changed according to the rules of mutation. A change can
optionally specify whether it is an increase or decrease on its
impact indicator. A changed element inherits the position of its
parent element, but can have its own name, and color. An
import is similar to a change, except for the fact that its
business model is not in the same business model chain. A
deleted element will no longer be visible in any child layers.
All links that involve the element marked as deleted will
also be hidden for child business models in this branch. Links
can be drawn between new and changed elements, as well as
previous ones.
VIII. EVALUATION
Each designed prototype during this research was evaluated
before its iteration to produce the next one.
First, we used tracing paper to create a paper prototype
visualization of the layered business model concept in the use
case. We then asked a small group of users who were already
familiar with the business model whether they could
understand the different visual cues offered by the layers. This
confirmed that the visualization in layers is helpful, but showed
that the use of paper had its limitations: when stacking a series
of physical pieces of paper on top of each other, the underlying
elements become faded. A digital prototype can remediate this
by offering more selective filtering. Thus, we went on to iterate
with the help of a painting application. This allowed us to test
different combinations of transparency, color and layout by
gathering readability feedback from test users. The display of
layers visually helped in the gathering concept and in the
design of the business model. These visual layers were then

applied to the creation of a software prototype. Although the
static painting used a digital format, it made sense to have the
additional functionalities offered by a CAD tool in order to
selectively show or hide a layer’s elements based on a given
perspective. The software prototype was first tested to validate
if it was in fact possible to design the whole use case with a
paper-based prototype. The use case is a complicated business
model evolution that takes place over seven steps and involves
two business models evolving in parallel. Testing was extended
to visualizing student projects in order to validate interactions
with the tool. The final prototype was tested by students, who
used it in their business model course design project.
A. Experience setup
Nine groups of students from a master’s program in IS
produced a business model proposition for a startup company.
They created multiple iterations of this business model in order
to, participate in the trial. They were asked to recreate their
business model iteration with the business model evolution
concept, using the prototype provided. Before allowing the
participants to use the tool on their own, a short demonstration
was given in order to explain the key evolution concept and
related user interface functionalities. Some known limitations
of the prototype were also highlighted. The students had
already separated their business model into discrete steps for
their project. Their task consisted in entering their first version
of their business model and then extracting and adding the
differences between the first and next business model onto a
new layer. This process was repeated for each iteration. Being
already familiar with their business model, they could focus
entirely on the visualization and mutation operation aspects of
the method without having to spend time thinking about
identifying the iterations.
B. Observations
The students were observed during their usage of the tool.
They could ask questions about the theory and interface. Once
they completed the task, the students had to fill out a survey,
which included open questions on topics of usability and the
modeling process. They also had to answer four questions from
a seven point Likert scale about perceived usefulness.
1) Usability
The students had no problem in adapting to the tool. The
short presentation of ten minutes given at the beginning was
enough for them to be able to understand the concept and any
interactions. All groups finished their business model evolution
input in less than an hour. Most of the time was spent
discussing aspects of business model evolution that emerged
from the modeling, rather than inputting the model into the
tool, which itself was fast. Whilst there was some discussion
about merging, the add, delete and change operations were all
that was necessary to represent all business model transitions.
2) Modeling process
We then asked if the business model evolution exercise
helped the groups identify missed opportunities or incorrect
transitions from one state to another. Using this information,
we identified two categories with interesting correlations.
Those groups that reported no additional opportunities or errors
from their work, were also the groups who were awarded high
evaluation marks for their project by their teacher. Likewise,
the groups that received a lower evaluation of their project
reported that they did identify ways in which the tool could
have helped them with the transitions.
Other feedback related to the enabling of a better global
picture using BM evolution visualization:
G05 "Was able to better identify connected elements
between iterations"
G10 "See where it came from"
G08 "Gives a good general overview on the evolution of
our idea"
G09 "Helped us to view the changes and at which
time/iteration they occurred"
G03 "It allowed me to analyze the reasons behind the
evolution of our business model. It's also helpful for the
storytelling."
3) Perceived usefulness
All groups perceived that it was useful to track business
model history using the tool and reported that they would have
used it for their project. This is the task which is most similar
to the one they were asked to do for the evaluation. They also
said they were very likely to use it for their next project.
However, perceived usefulness for prototyping alternative
business models scored only average. One explanation is that
this feature requires advanced knowledge of the methodology
and more practice in thinking about alternatives. This is a
concept that they only saw briefly during their course; they
were not able to put it into practice in their group project. An
example that illustrates the difference in modeling capabilities
of novices and experts was the way in which one group
struggled to model their project history. They tried to explain it
in a linear fashion, using three business model evolution steps.
On the third layer, they wanted to add the same elements that
they had removed on the second one. The tool’s coherence
validation makes this operation difficult, indicating a possible
flaw in the design. An expert BMC user suggested that the
second and third layers could be modeled as parallel
evolutions, rather like two branches that emerge from the first
layer but which explore different directions. This solved the
problem and produced a design that is more accurate than that
offered by the linear solution.
IX. DISCUSSION
In this section, we review the different kind of usages
enabled by business model evolution and described using
layers. We also discuss the impact this has on mechanics and
the potential of the layers concept for business model design.
A. BM Evolution Usages
We discuss four ways that layers are used in a business
model.
1) History / Evolution of a business model
Knowing the origins of elements and the influences behind
any changes helps to better understand the constraints of the
current business model. Moreover, it offers a way to identify an
evolution pattern. In our use case, we observed a cyclical back-
and-forth movement between the resources and the value
static painting used a digital format, it made sense to have the
additional functionalities offered by a CAD tool in order to
selectively show or hide a layer’s elements based on a given
perspective. The software prototype was first tested to validate
if it was in fact possible to design the whole use case with a
paper-based prototype. The use case is a complicated business
model evolution that takes place over seven steps and involves
two business models evolving in parallel. Testing was extended
to visualizing student projects in order to validate interactions
with the tool. The final prototype was tested by students, who
used it in their business model course design project.
A. Experience setup
Nine groups of students from a master’s program in IS
produced a business model proposition for a startup company.
They created multiple iterations of this business model in order
to, participate in the trial. They were asked to recreate their
business model iteration with the business model evolution
concept, using the prototype provided. Before allowing the
participants to use the tool on their own, a short demonstration
was given in order to explain the key evolution concept and
related user interface functionalities. Some known limitations
of the prototype were also highlighted. The students had
already separated their business model into discrete steps for
their project. Their task consisted in entering their first version
of their business model and then extracting and adding the
differences between the first and next business model onto a
new layer. This process was repeated for each iteration. Being
already familiar with their business model, they could focus
entirely on the visualization and mutation operation aspects of
the method without having to spend time thinking about
identifying the iterations.
B. Observations
The students were observed during their usage of the tool.
They could ask questions about the theory and interface. Once
they completed the task, the students had to fill out a survey,
which included open questions on topics of usability and the
modeling process. They also had to answer four questions from
a seven point Likert scale about perceived usefulness.
1) Usability
The students had no problem in adapting to the tool. The
short presentation of ten minutes given at the beginning was
enough for them to be able to understand the concept and any
interactions. All groups finished their business model evolution
input in less than an hour. Most of the time was spent
discussing aspects of business model evolution that emerged
from the modeling, rather than inputting the model into the
tool, which itself was fast. Whilst there was some discussion
about merging, the add, delete and change operations were all
that was necessary to represent all business model transitions.
2) Modeling process
We then asked if the business model evolution exercise
helped the groups identify missed opportunities or incorrect
transitions from one state to another. Using this information,
we identified two categories with interesting correlations.
Those groups that reported no additional opportunities or errors
from their work, were also the groups who were awarded high
evaluation marks for their project by their teacher. Likewise,
the groups that received a lower evaluation of their project
reported that they did identify ways in which the tool could
have helped them with the transitions.
Other feedback related to the enabling of a better global
picture using BM evolution visualization:
G05 "Was able to better identify connected elements
between iterations"
G10 "See where it came from"
G08 "Gives a good general overview on the evolution of
our idea"
G09 "Helped us to view the changes and at which
time/iteration they occurred"
G03 "It allowed me to analyze the reasons behind the
evolution of our business model. It's also helpful for the
storytelling."
3) Perceived usefulness
All groups perceived that it was useful to track business
model history using the tool and reported that they would have
used it for their project. This is the task which is most similar
to the one they were asked to do for the evaluation. They also
said they were very likely to use it for their next project.
However, perceived usefulness for prototyping alternative
business models scored only average. One explanation is that
this feature requires advanced knowledge of the methodology
and more practice in thinking about alternatives. This is a
concept that they only saw briefly during their course; they
were not able to put it into practice in their group project. An
example that illustrates the difference in modeling capabilities
of novices and experts was the way in which one group
struggled to model their project history. They tried to explain it
in a linear fashion, using three business model evolution steps.
On the third layer, they wanted to add the same elements that
they had removed on the second one. The tool’s coherence
validation makes this operation difficult, indicating a possible
flaw in the design. An expert BMC user suggested that the
second and third layers could be modeled as parallel
evolutions, rather like two branches that emerge from the first
layer but which explore different directions. This solved the
problem and produced a design that is more accurate than that
offered by the linear solution.
IX. DISCUSSION
In this section, we review the different kind of usages
enabled by business model evolution and described using
layers. We also discuss the impact this has on mechanics and
the potential of the layers concept for business model design.
A. BM Evolution Usages
We discuss four ways that layers are used in a business
model.
1) History / Evolution of a business model
Knowing the origins of elements and the influences behind
any changes helps to better understand the constraints of the
current business model. Moreover, it offers a way to identify an
evolution pattern. In our use case, we observed a cyclical back-
and-forth movement between the resources and the value
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proposition. Resources are used to offer a new value
proposition (game distribution platform), which in turn create a
new resource (sales knowledge). This resource can then be
used to evolve the business model offering with new services
(micro transactions).
2) Possible alternative future scenarios
Business model evolution should not be seen only as a
linear sequence. Each state can have multiple children, which
all have different changes branching out of them - much like a
tree - allowing them to adapt their business model to different
scenarios.
3) Transformation inside a business model
The identification of transformation and visualization with
sequential layers can also be used to illustrate the workings of a
business model. Instead of transforming from one version into
another, one business model is separated into stages (layers).
Each stage is not a complete business model, but a component
or a timeframe in the execution of the business model.
Illustrating the business model in multiple stages help to better
understand its mechanics. The more dynamic nature of flows
such as financials can be made visible. For example, it can help
to visualize the difference between manufacturing for stock or
to order; this was the basic business model pattern for HP and
DELL respectively.
In cases where computers are produced and then stored in
the retail channel, costs have already been occurred, as can be
seen in figure 1. Revenue is only generated in the second stage,
when sales occur. Cash flow is negative, as shown by the left to
right arrow. In the case of manufacturing to order, however, the
revenue is collected first, with costs occurring in the second
stage. Cash flow is positive, as shown by the right to left
arrow.
Fig. 1. Example of PC manufacturing
4) Transformation between business models
The mutation concept can be used to compare two separate
business models without them having to be versions of each
other. Having a set of defined concepts for a business model
and a set of concepts that specifies how to transform from one
state to another gives a common language with which to
compare elements. The difficulty lies when making
comparisons between the elements. A great deal of visual
complexity can also be quickly generated when a lot of
elements change. If everything is different, everything will be
an addition or a delete. What’s more, text-based elements with
keywords can be different, but still mean something similar.
The inverse is also true; the same keyword can have a different
meaning depending on the context in which it is interpreted.
B. BM mechanics when designing with layers
By highlighting a business models’ mechanics using links
that flow between key elements, important visual cues can be
given, thus making the business model more understandable.
To give a more structured meaning to these links, we classified
the interaction between the different possible states of mutation
for the elements involved. An element can either be
unmodified from a previous state, it can be changed or it can be
new. Removed elements cannot be linked with a new
mechanic. It is important to consider previous elements
because the links can have associative meanings that connect
multiple elements together into a chain. The following series of
combination possibilities can be identified as follows:
1) From a previous element to a previous element
A new link between existing elements cannot be created in
the current business model layer. At least one element has to be
different from the previous element.
2) From a previous element to a changed element
A change in the destination element makes it more
important for business model mechanics, so a new link is
created.
3) From a previous element to new element
An existing element targets a new element without having
changed. A new value proposition is consumed by an existing
customer segment. An existing resource is used to provide a
new value proposition.
4) From a changed or new element to a previous element
A changed or new element has a reinforcing influence on
an existing element, but not enough to warrant a change in the
element itself. However, an element further up in the link chain
can be changed. In our use case, new resource modifications
influence the multiplayer gaming value proposition.
5) From a changed element to another changed element
A changed element leads to another changed element; they
might have already been linked, but the link becomes stronger.
In our use case, a change in automatic patching and new game
engine influences a change in customer segments to a wider
pool.
6) From a changed element to a new element
When an existing element changes, this offers an
opportunity for a new connected element. In our use case, a
larger number of independent game developers leads to the
production of new in-game items.
7) From a new element to a changed element
A new element can have a strong influence on another
element to the point of changing it. In our use case, the new
distribution platform changes game patching customer support
dramatically through the use of automation.
8) From a new element to a new element
When a new set of elements becomes connected, new
opportunities can result.
The direction of the link is not always obvious; indeed,
depending on the perspective taken, it can be inverted. A link
can be read either as something being produced or as
something consumed. It is often the case that the illustration of
business model mechanics does not follow a strict rule of
adopting one vision continuously for the same BMC.
proposition (game distribution platform), which in turn create a
new resource (sales knowledge). This resource can then be
used to evolve the business model offering with new services
(micro transactions).
2) Possible alternative future scenarios
Business model evolution should not be seen only as a
linear sequence. Each state can have multiple children, which
all have different changes branching out of them - much like a
tree - allowing them to adapt their business model to different
scenarios.
3) Transformation inside a business model
The identification of transformation and visualization with
sequential layers can also be used to illustrate the workings of a
business model. Instead of transforming from one version into
another, one business model is separated into stages (layers).
Each stage is not a complete business model, but a component
or a timeframe in the execution of the business model.
Illustrating the business model in multiple stages help to better
understand its mechanics. The more dynamic nature of flows
such as financials can be made visible. For example, it can help
to visualize the difference between manufacturing for stock or
to order; this was the basic business model pattern for HP and
DELL respectively.
In cases where computers are produced and then stored in
the retail channel, costs have already been occurred, as can be
seen in figure 1. Revenue is only generated in the second stage,
when sales occur. Cash flow is negative, as shown by the left to
right arrow. In the case of manufacturing to order, however, the
revenue is collected first, with costs occurring in the second
stage. Cash flow is positive, as shown by the right to left
arrow.
Fig. 1. Example of PC manufacturing
4) Transformation between business models
The mutation concept can be used to compare two separate
business models without them having to be versions of each
other. Having a set of defined concepts for a business model
and a set of concepts that specifies how to transform from one
state to another gives a common language with which to
compare elements. The difficulty lies when making
comparisons between the elements. A great deal of visual
complexity can also be quickly generated when a lot of
elements change. If everything is different, everything will be
an addition or a delete. What’s more, text-based elements with
keywords can be different, but still mean something similar.
The inverse is also true; the same keyword can have a different
meaning depending on the context in which it is interpreted.
B. BM mechanics when designing with layers
By highlighting a business models’ mechanics using links
that flow between key elements, important visual cues can be
given, thus making the business model more understandable.
To give a more structured meaning to these links, we classified
the interaction between the different possible states of mutation
for the elements involved. An element can either be
unmodified from a previous state, it can be changed or it can be
new. Removed elements cannot be linked with a new
mechanic. It is important to consider previous elements
because the links can have associative meanings that connect
multiple elements together into a chain. The following series of
combination possibilities can be identified as follows:
1) From a previous element to a previous element
A new link between existing elements cannot be created in
the current business model layer. At least one element has to be
different from the previous element.
2) From a previous element to a changed element
A change in the destination element makes it more
important for business model mechanics, so a new link is
created.
3) From a previous element to new element
An existing element targets a new element without having
changed. A new value proposition is consumed by an existing
customer segment. An existing resource is used to provide a
new value proposition.
4) From a changed or new element to a previous element
A changed or new element has a reinforcing influence on
an existing element, but not enough to warrant a change in the
element itself. However, an element further up in the link chain
can be changed. In our use case, new resource modifications
influence the multiplayer gaming value proposition.
5) From a changed element to another changed element
A changed element leads to another changed element; they
might have already been linked, but the link becomes stronger.
In our use case, a change in automatic patching and new game
engine influences a change in customer segments to a wider
pool.
6) From a changed element to a new element
When an existing element changes, this offers an
opportunity for a new connected element. In our use case, a
larger number of independent game developers leads to the
production of new in-game items.
7) From a new element to a changed element
A new element can have a strong influence on another
element to the point of changing it. In our use case, the new
distribution platform changes game patching customer support
dramatically through the use of automation.
8) From a new element to a new element
When a new set of elements becomes connected, new
opportunities can result.
The direction of the link is not always obvious; indeed,
depending on the perspective taken, it can be inverted. A link
can be read either as something being produced or as
something consumed. It is often the case that the illustration of
business model mechanics does not follow a strict rule of
adopting one vision continuously for the same BMC.
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For example, in the use case, a link is shown between the
customer segment, the increase in independent developers, and
the production of a new value proposition (in-game items).
Alternatively, this could be viewed as a new value proposition,
which offers independent developers a new way to make more
money, and which changes (increases) this customer segment.
In the use case, the direction was chosen to show the flow of
the produced items that reach the end customer through the
game. The opposite direction could have been chosen to
illustrate the financial flow. Therefore, strict rules that govern
the complete link chain should be avoided during the design
phase. Sometimes the directions are also chosen to best fit the
explanatory story of the business model.
C. Other ways of using layers
In this paper we used the concept of layers to group visual
elements and to filter parts when stacked. However, there are
other ways in which layers can be useful to business modeling.
A layer could, for example, add functionality or new attributes
to the involved elements (like a trait). In mapping software
different layers allow us to see different aspects of the same
object: for example, satellite maps, terrain representation, and
3D buildings. Transposed to business models, there could be
new layers for indicating the validation status of an element.
Layers could also be used to add social consideration. A
calculation layer could show cost and revenue information for
involved elements.
X. CONCLUSION
In order to address the issue of managing business model
evolution, we started by building a use case. Using a case-
based approach instead of abstract thinking about the generic
problem was crucial to our iteration on the visual concept. It
helped us focus on a real situation with concrete problems. The
design principles and concept extracted from the use case were
then taken to build a new prototype, which was evaluated with
different cases to test the concepts. The resulting actions of
adding, removing, changing and importing elements when
moving from one business model to a new one helps to
formalize BM evolution. Building the prototype and
successfully testing it demonstrated the feasibility of the
concept. Beyond this, the design principles and sample
implementation helped in advancing the specification of the
domain of computer-aided business model design.
Using the same tool, we managed to support novice users,
encouraging them to perform better, while also supporting
expert users with more advanced features. However, we also
observed that there still is a risk of misusing advanced features.
Thus, it is necessary to engage in further research into teaching
best practice to users and to identify integrity rules that can be
checked.
Further research should extend the evaluation of such tools.
In particular, work could be carried out to look into how the
tool can help to identify the distinct evolution steps of a
business model. Future research could also evaluate how the
concept and tool perform with regard to the idea generation
task. Furthermore, applying the concept to other strategy
methods, would allow generalization and help in strengthening
the emerging domain of computer-aided design for strategy.
REFERENCES
[1] Osterwalder, Alexander, and Yves Pigneur. Business model generation:
a handbook for visionaries, game changers, and challengers. John Wiley
& Sons, 2010.
[2] Fritscher, Boris and Yves Pigneur. Computer Aided Business Model
Design: Analysis of Key Features Adopted by Users, Proceedings of the
47th Annual Hawaii International Conference on System Sciences,
Computer Society Press, 2014
[3] Boland, Richard, and Fred Collopy, eds. Managing as designing.
Stanford University Press, 2004.
[4] Martin, Roger L. The design of business: why design thinking is the next
competitive advantage. Harvard Business Press, 2009.
[5] Fritscher, Boris and Yves Pigneur. From Business Model Ontology to
Business Model Canvas, (submitted), 2014
[6] Gregor, Shirley, and Alan R. Hevner. "Positioning And Presenting
Design Science Research For Maximum Impact." MIS Quarterly 37, no.
2 (2013).
[7] McGrath, Rita Gunther. "Business models: A discovery driven
approach." Long range planning 43, no. 2 (2010): 247-261.
[8] Teece, David J. "Business models, business strategy and innovation."
Long range planning 43, no. 2 (2010): 172-194.
[9] Nguyen, Gia Toan, and Dominique Rieu. "Schema evolution in object-
oriented database systems." Data & Knowledge Engineering 4, no. 1
(1989): 43-67.
[10] Tichy, Walter F. "RCS—a system for version control." Software:
Practice and Experience 15, no. 7 (1985): 637-654.
[11] Kim, W. Chan, and Renée Mauborgne. "Charting your company's
future." Harvard Business Review 80, no. 6 (2002): 76-85.
Fig. 2. Screenshot of parts of the prototype showing the use case modeled: a video game company that evolved its paid game offering into a free-to-play game
with micro-transactions. Operations: add free game, add create in-game items, change indie developer, change gamer.
customer segment, the increase in independent developers, and
the production of a new value proposition (in-game items).
Alternatively, this could be viewed as a new value proposition,
which offers independent developers a new way to make more
money, and which changes (increases) this customer segment.
In the use case, the direction was chosen to show the flow of
the produced items that reach the end customer through the
game. The opposite direction could have been chosen to
illustrate the financial flow. Therefore, strict rules that govern
the complete link chain should be avoided during the design
phase. Sometimes the directions are also chosen to best fit the
explanatory story of the business model.
C. Other ways of using layers
In this paper we used the concept of layers to group visual
elements and to filter parts when stacked. However, there are
other ways in which layers can be useful to business modeling.
A layer could, for example, add functionality or new attributes
to the involved elements (like a trait). In mapping software
different layers allow us to see different aspects of the same
object: for example, satellite maps, terrain representation, and
3D buildings. Transposed to business models, there could be
new layers for indicating the validation status of an element.
Layers could also be used to add social consideration. A
calculation layer could show cost and revenue information for
involved elements.
X. CONCLUSION
In order to address the issue of managing business model
evolution, we started by building a use case. Using a case-
based approach instead of abstract thinking about the generic
problem was crucial to our iteration on the visual concept. It
helped us focus on a real situation with concrete problems. The
design principles and concept extracted from the use case were
then taken to build a new prototype, which was evaluated with
different cases to test the concepts. The resulting actions of
adding, removing, changing and importing elements when
moving from one business model to a new one helps to
formalize BM evolution. Building the prototype and
successfully testing it demonstrated the feasibility of the
concept. Beyond this, the design principles and sample
implementation helped in advancing the specification of the
domain of computer-aided business model design.
Using the same tool, we managed to support novice users,
encouraging them to perform better, while also supporting
expert users with more advanced features. However, we also
observed that there still is a risk of misusing advanced features.
Thus, it is necessary to engage in further research into teaching
best practice to users and to identify integrity rules that can be
checked.
Further research should extend the evaluation of such tools.
In particular, work could be carried out to look into how the
tool can help to identify the distinct evolution steps of a
business model. Future research could also evaluate how the
concept and tool perform with regard to the idea generation
task. Furthermore, applying the concept to other strategy
methods, would allow generalization and help in strengthening
the emerging domain of computer-aided design for strategy.
REFERENCES
[1] Osterwalder, Alexander, and Yves Pigneur. Business model generation:
a handbook for visionaries, game changers, and challengers. John Wiley
& Sons, 2010.
[2] Fritscher, Boris and Yves Pigneur. Computer Aided Business Model
Design: Analysis of Key Features Adopted by Users, Proceedings of the
47th Annual Hawaii International Conference on System Sciences,
Computer Society Press, 2014
[3] Boland, Richard, and Fred Collopy, eds. Managing as designing.
Stanford University Press, 2004.
[4] Martin, Roger L. The design of business: why design thinking is the next
competitive advantage. Harvard Business Press, 2009.
[5] Fritscher, Boris and Yves Pigneur. From Business Model Ontology to
Business Model Canvas, (submitted), 2014
[6] Gregor, Shirley, and Alan R. Hevner. "Positioning And Presenting
Design Science Research For Maximum Impact." MIS Quarterly 37, no.
2 (2013).
[7] McGrath, Rita Gunther. "Business models: A discovery driven
approach." Long range planning 43, no. 2 (2010): 247-261.
[8] Teece, David J. "Business models, business strategy and innovation."
Long range planning 43, no. 2 (2010): 172-194.
[9] Nguyen, Gia Toan, and Dominique Rieu. "Schema evolution in object-
oriented database systems." Data & Knowledge Engineering 4, no. 1
(1989): 43-67.
[10] Tichy, Walter F. "RCS—a system for version control." Software:
Practice and Experience 15, no. 7 (1985): 637-654.
[11] Kim, W. Chan, and Renée Mauborgne. "Charting your company's
future." Harvard Business Review 80, no. 6 (2002): 76-85.
Fig. 2. Screenshot of parts of the prototype showing the use case modeled: a video game company that evolved its paid game offering into a free-to-play game
with micro-transactions. Operations: add free game, add create in-game items, change indie developer, change gamer.
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