Entrepreneurship & Innovation · Innovation Management

Design for Longevity — Lumière Living's Silver Play

A four-round, intermediate design-management and innovation simulation set inside Lumière Living, Lda., a Porto-based design house (founded 2009, EUR 38M revenue, 9% operating margin, 160 staff including a 22-person studio) that wins design awards but has never deliberately designed for older adults.

4 rounds MBA & Masters English, Español

Preview

About this simulation

A four-round, intermediate design-management and innovation simulation set inside Lumière Living, Lda., a Porto-based design house (founded 2009, EUR 38M revenue, 9% operating margin, 160 staff including a 22-person studio) that wins design awards but has never deliberately designed for older adults.

The board has ring-fenced a EUR 4.0M launch budget to enter the longevity (silver) economy — but the first concept, a 'senior assistance lamp' with oversized buttons and an emergency button, scored disastrously: in a 90-person panel of 60–75-year-olds, 71% said it made them 'feel old' and would not buy it, with purchase intent at 8% versus a 25% hurdle.

Playing the innovation lead, you have one 12-week launch cycle to redesign and commit. Round 1 — diagnose WHY a technically capable product was rejected, surfacing that this is a failure of design management and meaning (stigma), not engineering, and naming the design principles the lamp violated.

Round 2 — choose the segment within a EUR 90M serviceable market that splits into identity-driven 'Active Agers' (60–70) and function-driven 'Supported Living' (75+), resisting the temptation to serve everyone.

Round 3 — make the central design-investment decision (true inclusive/universal design at a EUR 1.1M premium vs. a cosmetic re-skin) and allocate the EUR 4.0M across the three value axes — design/engineering depth, societal value (co-design, accessibility, repairability/take-back), and business value (pricing, channel, launch marketing) — while keeping payback inside the CFO's 30-month hurdle.

Round 4 — lock the configuration and present the go/no-go board case, defending how the line creates personal, business AND societal value at once and beats a Scandinavian 'dignified-ageing' rival on meaning, not features.

The math rewards a meaning-led diagnosis, segment discipline, a genuine inclusive-design investment aligned to the chosen segment, abatement of stigma through co-design, and a credible payback — and measurably punishes the five classic errors: feature-fixing a meaning problem, serving everyone, re-skinning to save the EUR 1.1M, stripping social value to hit payback (or over-investing in impact with no viable P&L), and claiming 'design-led' when design never changed the product.

Final KPIs track Desirability, Personal value, Societal value, and Payback (months, lower better), reconciled into a 3-axis longevity scorecard.

Who it is for

An intermediate simulation for participants who already know the core concepts of the subject, designed for master's and MBA programmes.

How a session runs

  1. The instructor creates a session from the Eureka dashboard and invites the participants.
  2. Participants play 4 rounds. In each one they submit their decisions and the simulation calculates the results.
  3. The simulation can be run in English, Español.
  4. The instructor follows each participant's progress and results from the dashboard, and uses the class results for the debrief.

Decisions participants make

The decisions participants make during the simulation:

  • Why was a technically capable product rejected by 71% of testers?
  • Which set of design principles must “good design for longevity” lead with?
  • How firmly do you commit the board to “this is a design-and-meaning failure, not engineering”? (%)
  • Choose your target inside the €90M serviceable silver market.
  • Value proposition framing for the chosen segment.
  • How sharply do you focus the line on ONE segment’s job-to-be-done? (%)
  • The central design decision — and the €1.1M cliff.
  • Allocate the €4.0M launch budget across the three value axes (must total €4.0M).
  • Retail price point for the lead product (€).
  • Where, concretely, did design change the product, experience or business model?

What participants track

What participants follow on screen as the rounds go by:

  • The Three-Value Scorecard Trajectory

Subjects covered

Designed for courses in Innovation Management.

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